Bannerlord Dev Blog Generator with Generative Pre-trained Transformer

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Greetings warriors of Calradia!

Today, I will explain how to create a dev blog for Bannerlord - aka CallumBot. This might not be easy if you are not familiar with Machine Learning basics or at least somewhat not experienced with Python. Hence this is not something a regular user should do. But you can check this thread and see the outputs and evaluate their quality.
Since this is trained with a really biased and limited dataset, don't expect anything super creative or shocking. If you want, you can mix this with a publicly available blog dataset and expect more novel outputs. Still, it's fairly close to real Dev Blogs in terms of giving the information that we already know. I'm sure @Terco_Viejo will know what I mean :smile:

Before I begin there are few things I want to explain,
- I wasn't sure if this thread fits into this subsection or in Off-topic - but I thought since it's not entirely off-topic from Bannerlord, I thought creating the thread in here is the right choice. Moderators can move the thread if they want to move to somewhere else.
- I had quite a bit of time while downloading Battlefield so I wanted to do something extremely pointless. Even though this is a fun thread, you can still use the same logic on real projects that can harness GPT-2
- Most of the basics are coming from Max Woolf's tutorials. So main skeleton is created by Max Woolf

You can see the two result samples below. Again, don't expect something novel without a real-life creative dataset included. I only used the Bannerlord dataset for this.
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Greetings warriors of Calradia!
In this video, we’ll be taking a look at some of the updates we’ve been working on for the past couple of weeks, covering the new combat particle effects, adding more characters to the game, and expanding on some of the themes explored in the video. We’ll be taking a look at some recent updates that we have been using, as well as, providing a detailed look at some of the upcoming changes.

NEW EMPIRE VILLAGES
Another part of the game that we are starting to use newer textures and frameworks is the new continent quests. This allows us to include more villagers in the settlement tooltip while still allowing the player to visit a village and search for what they are looking for. Also, while adding a village, the continent tooltip will now display the current moment for the settlement and the faction within a few clicks of the tooltip. This allows for quick changes to the continent when the continent is visible in the screenshot above.

Another part of the game where we are using more manpower is the new continent vassals of the kingdom. This allows for leveling things out quite a bit quicker, as the kingdom management interface is now available to players on the game’s Steam Workshop. Previously, the only way to access the new continent information was to launch the demo and navigate to the continent menu, and press CTRL+E at the main menu. This was a bit slow-moving to initiate, but once you got to the top of the screen, you could see the character screen and the character creation tool and you are good to go. The continent screen allows players to see the content of the character they are playing as, without needing to navigate their way to the server they are visiting. Locating and speaking to NPCs is also one of the most important things you do in towns. This can be done through the portraits on the world map, eliminating the need for the players to enter the town scene and search for any NPCs they wish to talk to. This may seem like a minor improvement, but in reality, it has a huge positive impact throughout the game as it helps to streamline certain actions to make them faster and less tedious, improving the overall user experience.

Another part of the game that we are using more than anything is the new continent vassals of the kingdom. This allows for a number of new quests to be opened up within a town to be filled in the form of a full season, meaning that any amount of time after that can be filled up to your satisfaction. We hope to expand on this system for multiplayer Captain Mode. As you can see, all in all, it is been a really intense year. We are happy to have opened this door to talk about Captain Mode and we are truly grateful for all of the support you have shown!

WE ARE A COMMUNITY THAT KNOWS WHAT COMBAT MEANS
We want to take a small step back from the game to tell you about our plans for this summer’s beta. In the coming weeks, we will be talking about what you can expect with the early access and what it’s like to be captain on Mount & Blade II: Bannerlord.As we discussed previously, Captain Mode is about more than just playing the game and sticking to the script. It is also about what we have been able to achieve so far. We are trying to come up with a game that is fun, intuitive, easy to learn, but difficult to master. To do this, you need to own the game and want to progress through the game without paying a visit to the library. Of course, you can keep playing the game and develop your own unique skillset. But you need to create your own clan within this first stage of the beta and then gradually increase your clan rank. To do this, you will firstly whip the captain you are forming a clan with. This will give you a small taste of how the game will be played but ultimately, you will be given the task of creating your own clan. So, what is the state of the game? Well, it is looking quite healthy so far, adventurer! Conducting trade runs between towns as a merchant has been fun

UPDATE
By now, you should already know the format. This is the first update we have made to the game we have been shown in the game industry. It is a new interface for trading with the game’s community, which allows players to report reports of trade runs, wins and losses, as well as, the results of each update on our trade page. Trade runs and in-game deaths are fixed and the gold bar on the left side of the screen is no longer permanently full.
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Greetings warriors of Calradia!

In this video, we’ll be taking a look at some of the updates that will be making their way to the live and beta versions of the game in the near future, as well as, a couple of new missions that are still in the works! We hope to bring these updates to future updates. The campaign management tool is also still in the works, and we hope to add more to it as we get the hang of it!

The current state of the game shows some promise, however, we do intend to work slowly but surely on balancing. The game is far from feature and content complete, and the complexity of the task at hand is still very much in its infancy. We think that this will give players a misleading impression of a complete and ready game, and in our opinion, do much to increase the frustration and ultimately, the fear of death faced by medieval warriors. During battles, hierarchies are of key importance: keeping the chain of command intact and knowing exactly who is in charge is vital… especially if that someone is you! That rang especially true in medieval times when the chain of command was also a reflection of how society was ordered as a whole.

In Mount & Blade II: Bannerlord, politics, and tactics can overlap as well, and you won’t always be the one in command of every army you’re fighting for. In the early and middle game, you will usually find yourself following an army led by a king or a high-ranking noble. When this army enters battle, you may be able to take the leadership of one of the formations, but which formation you may lead has to be determined realistically, so we came up with a system for that.
For determining who will lead what, the game first assigns a seniority rank to each lord present, including the player. Calculation of the rank takes into account clan renown and power, and of course, faction rulers are given a huge boost to reflect their position within the realm. The system also takes into account the leader of the army itself, as well as, the number of troops that each lord has brought to the field of battle. The lord with the highest rank is selected as the commander for the battle. Following this, captains are allowed to choose the formation they will lead in order of their rank. For NPC lords, an AI routine selects the most appropriate formation (usually the largest and most prestigious one remaining). When it’s the player’s turn to choose, the game displays the menu above. Formations led by higher ranking lords are shown as locked and may not be selected. Players may select any of the remaining ones, or choose not to lead any formation at all (entering the battle as just a warrior with no special responsibilities). Once the player makes a choice, any remaining AI lords are also assigned to their choices in the order of their rank. Players may then review this order of battle and then click done if satisfied with how things look. Conversely, if the player has the highest rank and is assigned as the commander, then they will be given total control over the entire army during the battle. In this case, the player is still shown the menu but can’t change anything and just has to proceed after reviewing the information. We feel that the order of battle system helps to provide players with a sense of a greater power structure that one would expect to find in medieval society. It eliminates these strange scenarios where prestigious lords and rulers are commanded by some random lord’s nephew. It also helps to give players a sense of progression as they rise through the ranks to become a renowned lord that commands both respect and, well, more troops!
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In Mount & Blade II: Bannerlord, you need to keep your head about you at all times. And with the game’s new death system, this rings especially true, lest your adventures come to an abrupt end to the executioner’s axe! Executions make for quite a natural addition to the series. The medieval period is infamous for some of its troubling, if rather inventive, methods of execution. From dealing with treacherous vassals to striking fear into the hearts of the ruled, executions were a simple solution to otherwise complicated problems. Our approach to this feature is like with most systems in the game: it should be simple enough to understand and use, yet achieves complexity through its interaction with the larger simulation.

How to do this?
Under the hood, it's using gpt-2-simple project.
Assuming that you read the gpt-2-simple's readme file and you have all the environment set up, next step you need to follow is installing the gpt-2-simple via pip
Bash:
pip3 install gpt-2-simple
once you have it you need to create a Python file to train your model and generate the blog content.

Something like this is way to go:
Python:
import gpt_2_simple as gpt2
import os
import requests

model_name = "124M"
if not os.path.isdir(os.path.join("models", model_name)):
    print(f"Downloading {model_name} model...")
    gpt2.download_gpt2(model_name=model_name)   # model is saved into current directory under /models/124M/


file_name = "bl_blog.txt"
if not os.path.isfile(file_name): # if file doesn't exist
    url = "<defunct siasky link removed>"
    data = requests.get(url)
    
    with open(file_name, 'w') as f:
        f.write(data.text)
    

sess = gpt2.start_tf_sess()
gpt2.finetune(sess,
              file_name,
              model_name=model_name,
              steps=1000)   # steps is max number of training steps

gpt2.generate(sess,
              length=1250,
              temperature=0.7,
              prefix="Greetings",
              nsamples=5,
              batch_size=5
              )

You might be thinking that I'm simply dumping the Python file without any explanation,and that would be correct. Because I'm not suggesting to experiment this with your own PC unless you have a good GPU that does the work. Instead, you should follow the Google Colab file pointed in here
Train a GPT-2 Text-Generating Model w/ GPU
So that you can continue whatever you were doing while training your dataset without making your PC feel miserable ( in my case it's downloading a game )
In that tutorial, Max explains everything in great detail. If you are not interested in tweaking the options, you can just go and use it right away as well.
Also, he is using the Shakespeare dataset. In this example, we want to use Bannerlord Dev Blogs. So you can download the Bannerlord Dev Blogs compiled into TXT file in here ->
<defunct siasky link removed>

Since every blog starts with Greetings, it's better if you use the generator function like this: gpt2.generate(sess, length=1250, temperature=0.7, prefix="Greetings", ...

Now you are all set. If your model is trained properly, you will get results in no time. You can tweak around with length and temperature settings to make things more novel.
For example, the above examples are generated with Temperature 0.7 which is the best fit so far. But below, I created another with a temperature of 0.9
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Greetings warriors of Calradia!

In Mount & Blade II: Bannerlord’s sandbox campaign, players are free to play the game however they like. And for some people, this might mean turning to a life of crime to facilitate their rise to power. But, just like in real life, there are consequences to your actions and crimes do not go unpunished... unless you position yourself to be above the law, of course.

The Crime Rating system keeps track of players’ misdeeds and determines how the game-world will respond to them. The aim of the system is to keep players in check, (especially for those of you who won’t suffer from the same mental anguish as Raskolnikov!), while offering a deeper experience that allows players to take a different path through the game. Players are able to perform a variety of different actions that are considered to be illegal in Calradia. These range from petty crimes, such as smuggling in goods, to things that could be considered to be a little more serious, such as raiding a caravan and butchering its escort. Each kingdom keeps track of your crimes individually, so performing hostile actions in one territory won’t necessarily impact your gameplay in another. The system assigns a numerical value to committed crimes based on the severity of the action that took place. There are three distinct brackets that criminals can fall into in the eyes of the law: mild, moderate, and severe. Petty criminals can expect to see a minor level of disruption to their operations, but maybe not enough to dissuade them from committing further crimes. Criminals that fall into the moderate bracket will certainly start to feel the pinch, as they are barred from entering settlements in the territories where they are considered to be an outlaw. And, finally, individuals that are considered to be a great threat to the peace and stability of a realm will be in for a nasty shock if they are ever captured. Criminals are expected to pay, quite literally, for their crimes. Fines are determined by the current Crime Rating of the character. However, although money can get you out of a lot of difficult situations, sometimes this won’t be enough and corporal punishment will be carried out. As for severe criminals that can’t afford to pay for their crimes, they are introduced to the judicial executioner, who helps them to shuffle off this mortal coil. If you are a vassal of the kingdom where you have committed crimes, you may be able to exert some influence to have the charges dropped, however, your fellow lords might see this as a dishonorable action that can adversely affect your relations with them. If you are the ruler of the faction, then congratulations, you just played yourself! You can ignore the charges for as long as you like. After all, who will enforce them? However, the happiness and prosperity of your kingdom will take a hit. Oh, and your honorable lords will hate you! For those of you who are still determined to explore the dark side of human nature, then we have some good news! Players will have a number of tricks up their sleeve that will help them negate some of the negative aspects of being an outlaw. They are able to employ bribes to have guards turn a blind eye when they visit a settlement or keep (think of it as putting them on the payroll). They can also adopt a disguise to attempt to sneak into a settlement, however, they shouldn’t expect to be allowed to visit the lord’s hall or enter into any tournaments taking place in the settlement

No matter how cunning you are, eventually, you will be forced to take to the field of battle in unfavorable conditions. However, in Bannerlord, battles aren’t a simple numbers game. With the right units and tactics, encounters that seem hopeless can be turned to your advantage. But, a wise commander wouldn’t throw away the lives of their troops as part of a learning experience; they would do everything in their power to increase their chances of success by improving their tactical know-how. The Custom Battle feature allows players to do just that -- in a safe, controlled, and highly customizable environment! Custom Battles let players dive straight in and experience Bannerlord’s huge and epic battles without having to progress through the sandbox campaign. You might want to test out which troop type is most effective against those pesky Khuzait horse archers, or perhaps you would prefer to test some different methods of assault against that Aserai castle that has been causing you some issues in the sandbox, or maybe you just have ten minutes to spare and want to get a quick Bannerlord fix. Whatever the case may be, you can create a custom battle or siege using your own parameters and go into action. We have tried to make practically every aspect customizable so that you can play around to your heart’s content and thoroughly test different aspects of
Still not too crazy - or creative. That's because we always used same blogs for our dataset and they are always talking about things that are in the game already ( most of the blogs are from 2019 or 2018 )

Now if you really want to have fun, you can go to Kaggle and download some Blog datasets. For example, https://www.kaggle.com/rtatman/blog-authorship-corpus
Merge this with the Bannerlord Dev Blog dataset. In the end, you will have something that contains a lot of Blog-like data. Once you train your model with this dataset, you will have more unique blogs. Or you can use the same knowledge/tutorial for something more meaningful in your life.
 
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Greetings warriors of Calradia!

<snip>
I respect you a lot for your Freelancer and other mods, I dont really know what this is supposed to be, but would of loved if you spent the time you did on this, on updating freelancer. Not on taleworlds behalf, but for us who value your contribution to this game.
 
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I respect you a lot for your Freelancer and other mods, I dont really know what this is supposed to be, but would of loved if you spent the time you did on this, on updating freelancer. Not on taleworlds behalf, but for us who value your contribution to this game.
I explained why I won't be updating Freelancer or any other mods very clearly in other threads so I won't go into that again. This is just a fun tutorial for whoever wants to experiment stuff with GPT2 Machine Learning, nothing serious as you can understand from the context :smile: And it's not like that took a lot of time. Took half an hour at most for me.

It's also my way of showing how pointless many of the dev blogs are because they are just long, non-informative way of explaining small things by exaggerating which I explained one year ago and since then nothing has changed.
 
In my opinion, the whole "EARLY ACCESS" thing in steam should be removed altogether. It will be a scam 95% of the time (although not always as bad as bannerlord devs)
 
I was totally unaware of this tool/procedure, very interesting indeed. Everything points to Callum definitely being a robot (he is not :lol: ) as an avatar where Steve Negus has managed to make us believe that there are community managers in Taleworlds by combining the tool that Bloc mentioned plus this one that generates faces. I don't deny that Lust was another robot generated from AI-generated combinations of Ed Sheran's photos :iamamoron:.

I'm a big fan of that satirical blog about office plants where Bloc didn't do anything by accident :fruity:, although the main thread (Callum's opening message) didn't make me laugh at the time, I have to say.

Which brings me to rescue this meme buried years ago by the sands of time from the golden devblog era.

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On a more serious note, the communication skills of Taleworlds (as an entity - official statements) are known to all and everyone who was even halfway interested in the development process knows it well. Also, despite the novelty of the new devblog formats (Callum era), we all knew it was a strategy to buy development time and keep the community on the bandwagon.

Personally I've been following the development of the game for a long time, before my appearance here, I was transferring information from here (thanks to forumites like NPC99, Varrak, etc) to CdC (Spanish forum). After the leaving of Lust and the incorporation of Callum everything seemed to indicate a new stage much more fruitful in terms of the devs-fans relationship, however as the blogs were released with a low volume of information (yes, I was quite critical about it), sentences like this one of mine are a perfect example of what we have today.

I'm terribly afraid of what we're going to find after lifting the "spoiling too much and ruining the experience before you get to play it " blanket. (source)

The fan is always going to want to take more information... It's in our nature; however Taleworlds has sinned in being too ambiguous with some things and with others they''ve tackled them when the wildfire was out of control. That is why due to fan reactions to Taleworlds questionable reactions, Taleworlds reacts with the ostrich tactic... what is called Radio Silence. A vicious circle...

Undoubtedly, the right word choice is an added value for any CM and that is why it depends on how things are said or how an idea-decision is conveyed to the fan. The fan, even if a decision is not satisfactory for him/her, despite the fact that it may come with an elaborated explanation and from a proactive, concordant and non-paternalistic position, it will be well received in the end. However, when the mistake is of such magnitude, it is necessary to have the courage to admit it and the astuteness to improve by adapting (not Battle mode, class system and other such messes).

In short, the same as always... transparency, honesty and commitment.

Nobody, absolutely nobody can deny, "despite the conditions in which it was generated"; that Bannerlord at a commercial perspective has been a smashing success. However, I wonder - has that sales success ensured the long-term loyalty that Warband built up? I honestly have my doubts... I always say that the ball was always in Taleworlds court.

To close this wall of text with a cherry on top, let me share with you a quote from user Five Bucks that I thought hit the nail on the head.

In response to other user quote: "I think it is a mistake if the answer is going to be something people don't like and something they won't change.", Five bucks responds:

The mistake in that instance would be not changing, and damaging your reputation over a game you spent 9 years developing.


Yours are the conclusions.
 
If anyone else is bored while downloading or whatever, can I suggest making deepfakes of Callum and Armagan?
I'm aware of some work already done, but the possibilities are unlimited.

Edit: Another idea! Create a Twitter Callumbot, there's plenty of material here. Some of it already feels like a parody, so it should not be hard!
 
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Edit: Another idea! Create a Twitter Callumbot, there's plenty of material here. Some of it already feels like a parody, so it should not be hard!
If someone wants to do that, here how you would:
- Create a bot cron-job, that listens Reddit each day.
-If there is any image posted there​
- Extract the image​
- Post that as a tweet.​
- If its a video​
- Get comments, pick one randomly as your title, post it to Twitter​
- Every Friday, set up a random value, if it hits value,
- Go to the medieval section of Wikipedia​
- Copy a random topic's description part​
- Separate that into tweet-flood and post.​
- Ideally, you can also check Steam updates for Bannerlord and post a tweet like "Here is our new update" and providing a link to Steam page
 
I wish that part of this dev blogs would be real. You are master as always Bloc.
@Rubinsaw he is free to work on what ever he likes. It is his free time and his hobbies.
 
Previously, the only way to access the new continent information was to launch the demo and navigate to the continent menu, and press CTRL+E at the main menu. This was a bit slow-moving to initiate, but once you got to the top of the screen, you could see the character screen and the character creation tool and you are good to go.

This is too good.
 
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