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Behind the recent wave of 80s revivals are real questions about the types of stories we enjoy—and how they teach us to approach the world.


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Neural networks like GPT-2 power text adventure games where you can do anything; but they are too expensive. I propose that if we turn them into Choose Your Own Adventure hypertext games, they become feasible and enable new gameplay. A useful variation on AI Dungeon -style AID text games would be to turn them into shared public game trees of pre-generated options which the player selects from, Choose-Your-Own-Adventure - book style.

Of course, as current NNs have many limitations they are far from human-level intelligence, lack any kind of memory, are unable to plan, are not trained to create high-quality fiction, have weak common sense, etcAID and its imitators typically does not deliver such a peak experience on average. AID and imitators are currently deed in the most straightforward way possible: a seed text, often unique or customized, and then text generation step by step after waiting for player text responses. This causes 3 major problems:.

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Fixing these AID problems are intrinsically difficult. It was not so long ago that people were dreaming of access to GPT-2 If we retrace our path and choose differently, we will end in a different part of the library, with different books. Text generation is also a tree—just a wide tree. Typically, in GPT -related apps, this is hidden from the player: you just see the blinking cursor, not a tree of possible text completions from there.

Of this tree, the player sees only one branch; he can erase outputs and rewind to an earlier branch, but still can only see his current branch, and is blind to all the options. Anyway, it would be too difficult and expensive to show the player all the branches, because that requires generating many more samples, only to throw them away, likely unseen. But what if we embraced the tree hidden behind the AID interface?

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What if we kept all those branches we generated at such expense, and shared them with other players? How would we do that? This is the root of the tree. Then another set of 5 actions is listed also usually pre-generated. And so on.

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Unlike regular CYOAsthe adventure is never ending—because the NN just keeps expanding out terminal nodes on demand. And while it may sound complex, it is easy to implement. What do you do? And then you discover the advanced ways to use it…. Soon, players are spending most of their time hitting cached s. Because of this cheapness, it is easy to scale up to many players, easy to afford high-quality rather than low-quality models, etc.

Degrade the model players paid for? In between, one has a mix of a cached tree, and occasional generation events adding new nodes. CYOA operators can adjust their spot on the spectrum by tweaking who can generate what when where at how much cost.

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This makes it more likely that acceptable tradeoffs and an economically-feasible business model can be found. Choices can be ranked by popularity: bad choices, which few players care enough to choose, can automatically fall off the list and be replaced by new choices. Choices could be explicitly voted on to filter even more heavily.

Because of this flexibility, you may be able to use a cheap small NN and not the big fancy ones like GPT-3 : sure, maybe the average completion is not nearly as good, but the community will just upvote the best ones, edit in new ones as necessary, and will make the quality competitive. Given enough rankings, one can then train a ranker to predict the score of a choice.

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And you get random illogical completions most of the time, while being unable to share good games, and it takes several hours just to get an idea what you can do? But how do you do quests together with your clan or VTubers?

Perhaps the content has private data like names of people one knows, or is the thought of anyone ever reading it is just sheer mortification. But this is no worse than they currently undergo with AIDso that seems fine to me.

So the requirement of game trees being public may not be a big deal. Apparently the single longest path in any CYOA book is 61 nodes in Surf Monkeyswhich then has few endings to make upand most are much less. How does this work, storage-wise? And once they are generated and cached, they are free for the rest of eternity. So, you can plausibly create trees covering a large fraction of game time, which will then save a large fraction of generation requests, and all this well before reaching AID scale which is itself surely a lower bound on how much will be feasible in the future.

Nor is storage of text is a major barrier, as text is just extremely cheap and getting cheaper. The major challenge for a CYOA game tree, economically, is the bootup period, the phase where the game tree is small and most of it not yet generated or paid for and the flywheel has not started up. You keep a list of action IDs associated with each outcome ID, and follow the pointers etc. Even small reductions in quality may push generation requests off a cliff.

OA-style PPO might be obsolete now. I found it difficult, requiring multiple RAM -hungry models with special finicky slow reinforcement learning training for relatively poorand so no one does it—but the new Decision Transformer demonstrates that you can probably do this with a single self-supervised model simply by treating it as a text finetuning problem and formatting ranked choices appropriately before doing normal finetuning self-supervised training.

Regular public game-play can be billed as a fixed-fee all-you-can-eat subscription; totally private play can be billed per-generation; game-trees shared among more than 1 player but not across the public as an investment in the future is a little trickier.

It might be simpler to bill per-generation, and perhaps rely on general pro-socialness, and a bit of gamification, like a leaderboard of who in the community paid for more of the tree than the rest.

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