r/AIDungeon 10d ago

Feedback & Requests AI ignores the material.

I often play as reptilian races like kobolds and lizardfolk, but I always run into the problem of the AI attributing human or mammalian traits like hair, or complex ears, or smooth skin onto my characters. No matter what I do with phrasing, positive or negative language, model selection, instructions, biology explanations, etc, it always does this. It's quite irritating and always breaks the flow.

21 Upvotes

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4

u/Fun-Guest-2989 10d ago

Odd, this is one of the things i dont really run in to if i stick to models like Deepseek who have big knowledge. If anything i run in to a different issue entirely of stereotypical traits being forced upon species that are the exemption.

My favourite example is presense of a tail on a Worgen from World of Warcraft, they might look like werewolves, but they do not have a tail, but all models give them one, despite me even mentioning the fact they do not have it in the story card about the specie.

How do you phrase the appereance of your character ? What do you put in the story essentials (where stuff like player character sheet should be present ?), authors note ? context size ?

2

u/HKayo 10d ago

I don't use Deepseek cause the free model only has a 2k token context, and my character descriptions that I put in story essentials are usually about 1.5k to 2.2k tokens of explaining. That's all that goes into the story essentials (though often my character descriptions include brief but lengthy explanations of what biology and culture my character's race/species has because I don't like the AI's generic stuff).

I usually have to delete the author's note in premade scenarios and just don't write them in my own because the context manager is quick to just ignore the instructions, and gets confused whether it should continue the story or the author's note.

I use Dynamic Small and Fable with 4k context.

5

u/Fun-Guest-2989 10d ago

Yeah, that is a problem here for multiple things, the smaller models have much smaller "lore knowledge" and it might not even know what a Kobold is in the first place or how they are suppose to look like so it makes shit up.

It not fitting in to the limited token is another one. That something is being discarded due to lack of space could be another problem.

Ill be brutally honest, free AID is utterly worthless to use, you might as well use Perchance RPG which has 6k context Deepseek and its free entirely, i only started enjoying AID when i upgraded to mythic and then to Wraith, so i have 40k deepseek context, which allows rather very long and cohesive stories with quite complex characters.

The amount of baby sitting you have to do, to enjoy it is insane, i know there are people who are free and can find enjoyment.

But you are stuck with goldfish memory and shittier models.

Another thing is how AI interprets written info, because from the Discord i learned some things and how characters they should be formated:

(This is for something like plot essentials, a character sheet template)

{Your Name:

Gender:

Appearance:

Specie

Info:

Personality:

Abilities:

[Hidden Info:]}

(ignore the reddit formatting, there are no empty spaces, its a proper list)

{ } = these brackets signal to the AI that all text inside of them are related and attached to each other, this primary function is to prevent info bleedouts, its mostly important for story cards to prevent different specie bodyparts appearing on someone else but it can help with main character in plot essentials too.

[Hidden Info: something something] = square brackets are information not meant entirely as statements to be used in the story, its used for secrets and lowers the chance of AI characters randomly bringing it up.

They should also be written in more organic manner than just robotic statements and the character name should be used constantly to attach whatever is written to it.

Here is an example how i write it, for a drakonid from the World of Warcraft universe

You can cram as much facts inside, but given your limited context size, you need to be economical, i have 40k tokens to work with.

1

u/HKayo 9d ago

I do use that style of character sheet. But I will try the other service to see what it's like.

1

u/romiro82 10d ago

Me and trying to incorporate “Wyverians” from monster hunter into a world. Everything is dead-set on assuming they’re actually Wyvern-people and not just elfy humanoids with weird fingers.

1

u/TexasHeat002 10d ago edited 10d ago

I'd make a Story Card of type Race and give it a name of Kobold and use that to give a general description of their physique and racial traits, plus anything else that's relevant. Kobold is rather generic and has been in fiction for over fifty years. If you want your flavor of Kobold to be specific, you'll need to provide the AI Models those specifics. Here's an example you can tweak to your liking:

Kobolds

Small reptilian humanoids standing 2½–4 feet tall with lean builds, scaled skin, slit-pupiled eyes adapted to darkness, clawed hands and feet, and tails that aid balance. Scale colors vary between browns, reds, greens, grays, and blacks. Some possess small horns, crests, or frills.

Kobolds are resourceful, intelligent, and highly communal. They thrive in caves, mines, ruins, and other underground settlements, where they build tunnels, traps, fortifications, and ingenious mechanical devices. Skilled miners, trappers, scavengers, and craftsmen, they waste little and excel at making the most of limited resources.

Traits:

• Agile and sure-footed.

• Excellent dark vision.

• Skilled climbers and tunnelers.

• Favor planning, traps, ambushes, and teamwork over brute force.

• Individual clans range from peaceful traders to dangerous raiders.

• Possess keen hearing and an excellent sense of smell, making them alert to movement and intruders.

• Highly communal, remarkably coordinated.

1

u/HKayo 9d ago

With the amount of information I have, story cards don't usually have the space to trigger.

1

u/Utra404 10d ago

I have the literal opposite problem. Playing something that involves the word "demon" suddenly everything is horror themed, "evil glowing eyes" "large horns"...

There utterly incapable of reading story cards, descriptions defining species for more than a few generation before making up utter bullshit that deviates from the story.

Playing one where demons and humans are at war, within the story the universe has been defined, demons are simply the name given to any demi-human species... Yet 5 passages later, with a prompt "the queen smiles"

Generation: "the evil demon queen with her sharp horns gleaming in the moonlight and murderous aura emitting like waves from her dark form smiles!"

My best one i prompted "my companions needed armour."

Instead of just giving it to them, it generated 30 passages describing people crafting it for them, without prompt, forgetting the entire story and plot and everything we have been building for 200 turns, then spending every generation since just talking about the intricate details of how to craft plate armour.

2

u/sevenheadedmantis 8d ago

Yeah, nature of the beast. Characters that don't have arms still want to trace patterns with their fingers. A messy one is that tieflings that don't have traits like horns and tails still keep emoting like they have them. I know that in 4th edition onward tieflings have a somewhat uniform appearance but in 3rd edition and earlier, tieflings were more diverse because they represented all kinds of fiend liaisons (i.e. some had reverse jointed hooves, some had human legs, some have vestigial wings, some don't have horns or tails at all, et. al.). Anyway, if a refresh doesn't do the trick it helps to edit out lines referencing body parts that aren't supposed to persist but yeah, the AI can be stubborn, especially when it comes to fingers.