--- title: "Round 3 Inputs" description: "Binding decisions from Jeroen after rounds 1-2 as inputs for round 3" type: workshop status: archived workshop: llm-voice-pipeline agent: "" round: 3 created: 2026-03-07 --- # LLM Voice Pipeline Workshop — Round 3 Inputs **Source:** Team lead interview with Jeroen after Rounds 1-2 **Date:** 2026-03-07 --- ## Jeroen's Decisions These are binding inputs for Round 3. The team produces the D-record and implementation plan around these. ### 1. Scope: Behaviors + Dialogue (full pipeline) "We don't introduce a precision laser cutting tool and then use it only to open boxes." Both observable behaviors AND dialogue get re-voiced. This is the long-term architecture. ### 2. Tell Treatment: Passthrough with Context Influence Tells are mechanical signals, not culture. They stay as base text — always. Swapping them confuses the player. However, tells INFORM the LLM context for dialogue and behavior. When a player engages an NPC who has an avoidance tell, the NPC's dialogue should be phrased in an avoiding way. The tell itself is untouched; the tell's presence shapes the re-voicing prompt for surrounding content. This is a critical distinction: tells are read-only inputs to the LLM, never LLM outputs. ### 3. Spike Strategy: Two Spikes **Spike 1 — Plumbing + Quality (no integration):** - Build the Rust llama-cpp-rs wrapper. Load Gemma 2B and Phi-3. Prove the plumbing works: accept prompt, return text. - Then Jeroen, Mellanie, and Paula manually craft prompts — culture injectors, behavior seeds, dialogue seeds — and feed them through by hand. - Test both models against the same prompts. Answer the question: "does this even play?" - No game integration, no queue, no cache. Just the inference tool and manual prompt experimentation. **Spike 2 — Integration:** - Wire the validated runner into the pre-voicing pipeline. - Queue, cache-as-determinism, thread pool isolation, baked content generation, fallback behavior. - The full architecture as designed by the team. - Uses whichever model won Spike 1. ### 4. D-123 Amendment Amend D-123 to cover both baked (build-time, human-reviewed) and pre-voiced (runtime background) modes. Supersede D-124. Paula's distinction between the two modes must be explicit in the amended record. ### 5. Model Provenance Strong preference against Chinese-origin models (Qwen/Alibaba). Gemma (Google) is the primary candidate. Phi (Microsoft) is the fallback. Reconsider the constraint only if benchmarks on both fail to meet the quality bar. ### 6. Distribution: Bundled Model ships with the game install. No optional download step. ~1.5GB added to install size is acceptable. ### 7. Hardware Detection: Layered - Layer 1: CPU/RAM check — can the model even load? - Layer 2: Time-per-token benchmark on first enable — is inference fast enough to be useful? - Layer 3: Recommendation to disable if below threshold, but player can always override - No hard minimum spec floor. If they're patient, let them run it. - Always an option to disable ("AI-Enhanced Dialogue" toggle). ### 8. No Minimum Spec Floor The question isn't "what hardware do we refuse to run on" — it's "when do we recommend turning it off." The system runs on anything that passes the RAM check; the recommendation threshold handles the rest.