Wouldn’t it “start fresh” every time a new AI “name” is provided to it though? What I meant was sending a neural network string back in the request so it can use that structure instead of the default state. You wouldn’t need to save the AI, which as far as I’m aware you already don’t.
I’m not quite sure you understand, teaching an AI is complicated than just sending a string. If you were to teach and AI to do simple calculations you will also need a lot of data in sets in order for it to understand and make sense out of the content.
Also another thing a neural networks work with numbers, it’s even more complicated converting a string into a number and later on identifying it.
For a user to send back a “neural network string” will still need to go through the process of the AI identifying the correct response and target trigger as well as categorise it. Though this is something I would consider in the future. For now it’s not something I’ll be adding or planing to add. It would also be time consuming to implement this and I do have other projects and features I have yet to work on.
I’m well aware; the string would represent the network’s weights and whatnot, not be there to “teach” it.
I understand what you’re expressing though, I’ll see what I can do then.
Edit: The /api/ai/fetch
example is missing some ,
in the headers table
local HttpService = game:GetService("HttpService")
local Success, Err = pcall(function()
Request = HttpService:RequestAsync(
{
Url = "https://luiboard.com/api/ai/fetch",
Method = "GET",
Headers = {
["Content-Type"] = "application/json",
["Apikey"] = "", --You can get your api key though your profile settings under menu
["Message"] = ""-- [Here] Your message,
["Id"] = ""-- [Here] The Player User ID (This helps identify users diffrently)
["Name"] = ""-- The Name of your AI. (By Default the AI is called "Lui")
},
}
)
end)
if not(Success)then
print(Err)
else
print(Request.Body)
end
i mean like the ai learning part. like how it decides wht to say etc
Sorry, for the late response but thought I had answered you. This has been resolved thanks.
The AI, has gone through lots of data in order to learn appropriate responses. It decided on what to say based of the data it learnt from for it to make an appropriate response.
Is there a chance you can add a tutorial on how to make the AI remember with the use of the user’s remark and/or alter the response just as you said? how do i create a memory system in roblox studio so the AI can remember things i teach it or how do i make it to remember strings inside roblox studio? for an example if i teach the AI that zombies are bad and then i ask him “Are zombies good or bad?” and then it says “Bad”. of course so only my AI in studio will remember that while it wont effect other peoples’ ai chatbots.
Hello, this is something I’m not planning on making a tutorial.v I’m currently working on an entirely new AI system where-by this feature will be embedded, with the new AI system you will be able to locally train your AI and have a memory option that the AI can refer from while conversing with other users.
Responsible chatbot (sorry for the necrobump)
Is there any other way I can obtain an API key? I don’t have Discord.
I have discord, but whenever i try to log in to the luiboard website it doesnt let me, it makes me authorize it and after i press the button to authorize it takes me to an error screen
Amazing! gotta say well scripted
Why is the site down? When i tried to talk with the bot, i saw the site was down, it doesnt give answers.
Hello, the site is currently on maintenance mode and will be back up and running at the end of this month. This is also a notice to anyone else who is wondering.
Site should be up and running, new features and changes are yet to come. Also future updates will not affect the site.
If you have any issues with the API you can always comment on this thread.
Cool, thanks for fixing the issue
Whats an API key? 30 300000000000
An API key is a secret key that you use to Access the Luiboard API.
You cat get in on your Luiboard profile.
So I have been trying it in a 1 player server only
What if 2 people are simultaneously talking? Whom would it answer to :o
You would need to Implement that, See the testing game I linked. It works with multiple players as well as multiple NPC’s.