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Posted

I don't really work on L2j anymore, but from time to time, I check up the forums just in case someone built something cool, and I stumbled upon this:

It's actually really easy to implement LLMs (both local, like gpt-oss, and online, like ChatGPT or Gemini) for any sort of action in L2.

Even without training a model explicitly, a good GPU and some basic LLM knowledge can take you very far. 

Here is an example of an auto play bot I made in 10 minutes that uses gpt-oss (which is mega overkill) locally with a 5090 to do some basic farming.
As you can see from the LM Studio responses, it is fairly fast (and uses reasoning too) to think about what's the best course of action for a given situation.
 

 

Basically just a quick proof of concept. If I had time, I would make something like this for auto-play/farm or bots, since LLMs would play really nicely with fake players that can actually think and are not completely pre-programmed. It's quite cool.

Posted

Interesting. If I use one of those weaker LLMs locally that can even be connected to a VPS with a few GBs, will it also work?

If it is to do simple jobs

Posted
18 minutes ago, Litch said:

Interesting. If I use one of those weaker LLMs locally that can even be connected to a VPS with a few GBs, will it also work?

If it is to do simple jobs

You'll need to test it, but you need at least some decent GPU power for it to be reasonably fast. What you can also do is predictive actions, so send a single request that is bigger, let it take some time and then instruct the response to include a batch of 5-10 followup actions which can be processed on the client (the l2 server).

Posted

AI hype from dumb AF devs at it's best.

The video shows a character doing the most predictable loop imaginable attack, loot, repeat. You don't need a "reasoning" LLM for that. A lightweight task scheduler or even a basic script can handle it with a fraction of the resources and zero GPU overhead.

 

Spinning up a big language model to decide "hit the mob and pick up the drop" isn’t clever, it is wasteful. It's like hiring a rocket scientist to flip a light switch: impressive hardware, pointless job.

Posted (edited)
1 hour ago, Mobius said:

AI hype from dumb AF devs at it's best.

The video shows a character doing the most predictable loop imaginable attack, loot, repeat. You don't need a "reasoning" LLM for that. A lightweight task scheduler or even a basic script can handle it with a fraction of the resources and zero GPU overhead.

 

Spinning up a big language model to decide "hit the mob and pick up the drop" isn’t clever, it is wasteful. It's like hiring a rocket scientist to flip a light switch: impressive hardware, pointless job.

 

Ofc it does 🙂 . All it was trained on was farming for levelling. It's not about doing something unpredictable. It's about potential.

Feed it a bigger context and train it on class-specific fighting patterns, buffing, item values, trading, chatting in L2 lingo, reading trade chat, party-based farming, crafting goals, etc, and you have something that a normal deterministic bot would take a really long time coding to achieve.

 

Add that to all of the work being offloaded to a model instead of the gameserver, and you have a much better solution that feels way more natural. Ofc you can do pretty much everything with a state machine but you'd have to write insane amounts of code. It's a waste of time.

Don't be blindsided by your hate for AI. There is considerable potential here.

Edited by Elfo
Posted

Don't get me wrong, I have no hate for AI. The potential for LLMs in gaming, especially for creating dynamic NPC dialogues or complex, adaptive game masters, is immense. The point of my previous post wasn't to dismiss AI as a whole, but to question its practical application for this specific, solved problem.
 

However, the example given (basic farming) is the worst possible use case to demonstrate this potential. It's the equivalent of using a fusion reactor to power a desk lamp. The overhead is astronomical compared to the task.


The core of my argument is about efficiency and the right tool for the job. For the predictable, loop-based behavior of auto-farming, a state machine is not just adequate; it is superior. It is lightweight, incredibly fast, reliable, and consumes negligible resources.
 

To prove it's not about the volume of code but the efficiency of execution,
here is the entirety of the auto-play logic for my server:
AutoPlayTaskManager 400 lines of code:
AutoUseTaskManager 470 lines of code:


This code provides full, retail-like auto-play support for all classes, including offline play.
It runs on any standard VPS without a dedicated GPU, using a tiny fraction of CPU cycles.


An LLM-based solution for this same task, even a "weaker" one, would:
-Introduce significant latency (response time) for each decision.
-Require expensive GPU hardware to run locally or incur API costs for cloud services.
-Add immense complexity for parsing natural language responses back into game actions.
-Be inherently less reliable than a simple "if mob dead -> loot" check.


So, while I agree the research is "quite cool" as a proof-of-concept, championing it as a practical solution for auto-farming is where the "AI hype" label fits. The real innovation would be applying that LLM power to a problem a state machine can't easily solve, not one it already solves perfectly.

Posted (edited)

Fake players system is already in use 5-6 years know that i know for sure, before even ai come up. There is even whole system with automated players that can make any simple move, pvp, farm, or even answer you on chat and pm's. All this before ai, you can imagine now what we will see.

Edited by Atom
Posted
On 9/22/2025 at 11:12 AM, Mobius said:

Don't get me wrong, I have no hate for AI. The potential for LLMs in gaming, especially for creating dynamic NPC dialogues or complex, adaptive game masters, is immense. The point of my previous post wasn't to dismiss AI as a whole, but to question its practical application for this specific, solved problem.
 

However, the example given (basic farming) is the worst possible use case to demonstrate this potential. It's the equivalent of using a fusion reactor to power a desk lamp. The overhead is astronomical compared to the task.


The core of my argument is about efficiency and the right tool for the job. For the predictable, loop-based behavior of auto-farming, a state machine is not just adequate; it is superior. It is lightweight, incredibly fast, reliable, and consumes negligible resources.
 

To prove it's not about the volume of code but the efficiency of execution,
here is the entirety of the auto-play logic for my server:
AutoPlayTaskManager 400 lines of code:
AutoUseTaskManager 470 lines of code:


This code provides full, retail-like auto-play support for all classes, including offline play.
It runs on any standard VPS without a dedicated GPU, using a tiny fraction of CPU cycles.


An LLM-based solution for this same task, even a "weaker" one, would:
-Introduce significant latency (response time) for each decision.
-Require expensive GPU hardware to run locally or incur API costs for cloud services.
-Add immense complexity for parsing natural language responses back into game actions.
-Be inherently less reliable than a simple "if mob dead -> loot" check.


So, while I agree the research is "quite cool" as a proof-of-concept, championing it as a practical solution for auto-farming is where the "AI hype" label fits. The real innovation would be applying that LLM power to a problem a state machine can't easily solve, not one it already solves perfectly.

This was made with AI? I have tried to make my own custom gpt on chatgpt, I added all the server files in the knowledge base but again it is not consistent enough. If you people use it for your projects what is your workflow?

Posted
1 hour ago, aris96 said:

This was made with AI? I have tried to make my own custom gpt on chatgpt, I added all the server files in the knowledge base but again it is not consistent enough. If you people use it for your projects what is your workflow?

You have to treat him like a woman maybe, speak is not enought 😛

Posted

The idea of being able to create a "chatbot" with missions and quests, fully customized with LLM, is interesting, instead of an "auto-farm".

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    • L2JOne — Interlude C6 Level 86, S84 grade, clan level 11 — on an Interlude C6 core. 67 systems. Desktop Control Center. Edit the server while it runs. FULL SYSTEM CATALOGUE  ·  WEBSITE  ·  TELEGRAM Most Interlude packs give you a clean core and leave the interesting part to you. This one ships with the content already written — the economy systems, the event engine, the retention loop and the admin tooling a live server actually needs after week one. Everything is configurable from open files, and most of it is editable with the server running, from a Community Board panel or from the desktop Control Center. You should not need a new build to fix a broken skill or retune a drop rate on a Saturday night. 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Level cap 86. The full experience table up to 86, with the rate brackets to match: five independent XP, SP and currency ranges covering 1-52, 52-61, 61-76, 76-78 and 78-86, so you shape the curve at the top instead of letting it flatten. S80 and S84 grades. Two grades above S, each with its own crystal, enchant bonus and gemstone cost — so the enchant and crystallization economy keeps working at the new ceiling instead of stopping at S. Clan level 11. Clan progression continues past the Interlude cap, with Blood Oath, Blood Alliance and Blood and Sand as the upgrade materials, and the clan skills that come with those levels. 909 High Five items. Dynasty, Vesper and Icarus weapons and armour with their augments and special abilities, 112 Forgotten Scrolls, Dolls and Agathions. High Five skill set. The skill ranges that come with the higher levels and the new gear are implemented, not stubbed — including the Doll and Agathion skills. 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Damage dealt and taken per class, split by attack type, edited from the board, applied without restart, automatic backup so you can roll back. Balance per skill — NEW. Power, duration and behaviour per class, without touching the original skill XML. The broken skill of the month is fixed on the spot, not in the next release. Combat caps — NEW. Hard cap on attack and cast speed, no-cooldown skill list, skill duration overridden by ID, fixed cancel time, configurable expertise penalty. Extra effects and conditions — NEW. 9 effects from later chronicles ported to Interlude, 7 new skill conditions, weapon-swap skill, skill that teaches a skill, extra targets. Servitor share — NEW. The summoner passes a percentage of their stats to the servitor. Geoengine and movement — IMPROVED. Revised pathfinding with instance support. WHAT YOU GET The distribution, compiled and licensed for your project The complete datapack — 689 XML files and the Community Board HTML, open to edit Database scripts: install plus versioned migrations Desktop Control Center (EN / PT / ES) Continuous updates through the update system Direct support during setup Optional: the L2JOne Website System — player accounts, donations with automatic in-game delivery, admin dashboard, 4 payment methods, 4 languages. Sold separately, ask if you want both. HONEST NOTES Ships compiled and licensed per project. If you need full Java sources, ask up front — do not assume it is included. Guard/HWID and the build protection are real operational controls, not a promise of absolute protection. Anyone selling you "unhackable" is selling you a story. Two systems ship disabled and are still marked in-development in the config: Fake Farming and Timed Amulets. Everything else in this list is working. The game client itself is not distributed here. 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