AI-based interactions - Focused on realism

Well, what I’m proposing is a radical change in the interaction system between Zois. Since Inzoi is a game with a high level of interaction with AI (or at least more than many games of this type), I was thinking that the AI could also be directly linked to the relationships between Zois. What I’m suggesting is mainly to give it more interactivity and a bit more realism, rather than everything being so ‘linear’—like having a conversation, and after five interactions you’re practically a couple.

So, every interaction you have with a Zoi would be responded to by a chat AI (not the generic game AI). The interactions themselves wouldn’t change—meaning the chat bubbles would still say the same things, just like they do now—but the responses from the Zois would be based on those bubbles and handled by a chat AI.

To avoid making it as generic as just chatting, then joking, then kissing and boom! you’re dating, there should be a system of ‘preferences’ or ‘scoring’.

For example, currently if a Zoi rejects an interaction but you insist, they eventually accept (the game’s AI is based on probability percentages). Well, with what I’m proposing, if the interaction is rejected once, then again, and so on, the chat AI would recognize that you’re being persistent and would get tired of it, causing your score with that Zoi to drop and drop, making it almost unrecoverable. To build a romantic or friendly relationship, it should be forged slowly, using interactions wisely.

I hope what I’m proposing is clear and that I haven’t been too redundant. If anything is unclear, I’ll edit the post to clarify it further

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As far as I know, NVIDIA ACE is also being trained for similar purposes. For example, in MIR5 boss NPCs are trained using combat logs – the system analyzes party composition, fighting style, positioning, and reactions. NVIDIA ACE is used to adapt these patterns to specific roles, like aggressive control or strategic retreat.

THIS ^

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Please Krafton! This would make the gameplay so much more engaging. Honestly, this is probably one of the main reasons why I get bored of games like The Sims after just a few days of playing in a row.

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According to Kjun that’s actually something inZOI is already testing.

I’ve been very lucky to attend the Meetup in Cologne and he showed us a conversation between the player’s Zoi and his elderly AI mother - and it was stunning! She knew his character and facts about him and used these in their conversation, she scolded him, played the guilt game, gave advice. It was utterly amazing.

I only have this blurry pic from my phone because the sun was just setting ^^’ From what I remember it’s in it’s early testing stage so it might take a while until it comes to our games. But it’s so thrilling to see what great stuff is about to come in inZOI’s bright future :revolving_hearts:

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Thanks! Really fascinating. The key is for SmartZoi not to operate only inside its own shell (it already reads internal states quite well), but to fully direct the game beyond that shell — assigning emotion, memory, desire, selecting animations from a broader pool, and triggering or blocking other actions. You want to flirt however you like, with or without dialogue, and still get rejected with a reason like “we have different views on life”. No way to cheat it through constant romantic actions. Just keep amplifying depressive emotion alongside flirt, until it triggers a “love and hate” emotional state.

Looking forward to more insights of this kind :blush:

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I could see some level of this being nice to see in the game – however I think that the chat AI should be an option under smartzoi, so that if you have smartzoi off, that is off by default. Some people may also want smartzoi on, but want to leave the chats off and the thought bubbles on (or vice versa) so they can still chose how much of the storytelling is up to them.

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This is amazing!!

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I think this can be implemented not only through sLM AI, but also via traditional AI. We already have traditional AI autonomy (Free Will), but perhaps there’s another form like Zoi’s Thought Will. Disco Elysium uses a similar model. I’m playing it now and studying the mechanics. It includes Dice Roll (randomized success, like in DnD), plus modifiers from Skills and Thoughts. I understand posts like this aren’t popular (people tend to avoid complex interlinked systems) but I’ll leave it here as a note on unique mechanics.

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I think it’s a good idea, it’s just what I would like to see… since they haven’t done it in the Sims 4, in Inzoi it could be something very good.

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This is amazing! Can’t wait for this to be in the game

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When you seen this was there any way to type in our own text reponses or were they pre-determined dialogues to choose from?

I don’t remember ö.Ö’
(My lame apology: I was sitting in the last row (way out of my autistic comfort zone), the sun was blinding me, it’s over a month ago and it wasn’t in my native language (Kjun was talking Korean and it got live translated to English over earphones that refused to stay on my ears lol) ^^’)

So all we have is the info of the slide and what I wrote right after the event and posted in the post above :sob:
On the top of the slide it says it’s in development and what we’ve seen can differ from the final product, and it was a recording of their tests.
When you zoom in you can see 3 choices.
But since it’s already possible to write promts and give your characters ‘character’ with ‘Smart Zoi’, maybe it is possible to define these choices?
It can also turn out totally different, who knows?

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And with the current dialogue versions, it always reached a point where everything started to repeat. The “novelty” disappeared really fast, and we were stuck in that boring automatic loop: click → talk → friendship goes up. Not anymore — with the new AI-powered dialogue system, things are leveling up big time.
The interactions are going to feel truly realistic. We’ll never know what response a Zoi will give us. They might lie, try to manipulate, create drama, act weird, or be defensive… it all depends on the Zoi’s personality and the context of the conversation. Seeing that happen in the game is going to be insane.
And the hype part? The questions and responses are generated on the spot. The AI creates an insane number of dialogue combinations, making each conversation alive, dynamic, and completely different from the last. Every time we talk to a Zoi, something new can happen.
This completely changes the way we’ll interact with the Zois. We’ll have to think about what to say, the vibe we want to give, and how we want the relationship to evolve. Every choice matters and affects the conversation. A chat can turn in ways we least expect — and it’s exactly that unpredictability that makes it so exciting. We’ll never know how it will end, and that’s what makes the system so fun.

Do you know if this is an addon to SmartZoi, or if it will work on its own?

I don’t know, we’ll have to wait and see. Kjun explained it as sth they were currently testing, so it isn’t even sure it makes it in the game.

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Maybe it all belongs to the same area.

:blush:October 3 – Comment Response
You also suggested giving players powerful in-game storytelling tools and AI-driven NPCs that allow them to create their own stories. As shown at Gamescom, this is already under development. This new system uses an LLM-based model, not the current “Smart Zoi,” enabling NPCs to form relationships and retain memories. It offers major advantages in story generation — with natural emotions, consistent logic, and contextual behavior.
It’s such a promising area that I’d like to hold a separate discussion dedicated to this topic soon.

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