Generative Dialogue with Markov Chains & LLaMA

NOTE: This tutorial was originally implemented with GPT Davinci API calls (circa 2022–2023), but has been updated to use the LLaMA model via Hugging Face for a modern text generation approach. We still use Markov chains as a base for local text transitions, then let LLaMA/Davinci refine the final output. This yields significantly more coherent results.

In this tutorial, we’re creating a frog NPC in Unity that can have “intelligent” conversations with the player using a hybrid text generation pipeline: first, a Markov chain to produce a rough snippet of text, then Hugging Face’s LLaMA model to refine it into coherent, high-quality dialogue. We’ll walk through the Unity side, the Python snippet that calls LLaMA, and the Markov chain component that underpins our frog’s quirky speech patterns.

Why a Markov Chain + LLaMA Hybrid?

Markov chains alone struggle with long-range coherence in text—they basically grab transitional probabilities from a local window (n-grams). Meanwhile, LLaMA (a Transformer-based model) excels at generating contextually relevant text but can sometimes be too “free-form.” By letting the Markov chain produce short, locally consistent strings of words, and then feeding those as prompts into LLaMA, we get the best of both worlds. Markov ensures we maintain some theme or “quirk,” while LLaMA expands it eloquently.

1. Unity Setup

In your Unity scene, create a simple canvas with a text box or panel that displays the Frog NPC’s dialogue. Also, set up a small script (e.g., FrogDialogue.cs) on the Frog NPC that handles:

  • Sending the player’s input (or conversation topic) to a Python backend.
  • Receiving the generated text from that backend.
  • Displaying the text in the UI text box.

Here’s a super-simplified C# snippet for how you might do that:

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Networking;

public class FrogDialogue : MonoBehaviour
{
    public Text frogTextUI; // Assign in Inspector
    private string backendURL = "http://localhost:5000/generate"; // or wherever your Python script runs

    // This method triggers when we want new dialogue
    public void RequestFrogDialogue(string playerPrompt)
    {
        StartCoroutine(SendDialogueRequest(playerPrompt));
    }

    private IEnumerator SendDialogueRequest(string prompt)
    {
        WWWForm form = new WWWForm();
        form.AddField("player_prompt", prompt);

        using (UnityWebRequest www = UnityWebRequest.Post(backendURL, form))
        {
            yield return www.SendWebRequest();

            if (www.result == UnityWebRequest.Result.Success)
            {
                // We'll assume the server returns a JSON with "generated_text"
                string response = www.downloadHandler.text;
                // Parse your JSON if necessary.
                frogTextUI.text = response; 
            }
            else
            {
                frogTextUI.text = "The frog looks confused (error).";
            }
        }
    }
}

When the player interacts with the frog (e.g., presses “E” to talk), you can call RequestFrogDialogue("Hello, Frog!"), sending the text “Hello, Frog!” to your backend. The backend merges Markov chain + LLaMA, returns a generated line, and Unity displays it.

2. Python Backend: Markov + LLaMA

Next is a simple Python script acting as a mini-server. We’ll use something like Flask (or FastAPI) to receive Unity’s request, generate a snippet via Markovify, then refine with LLaMA from Hugging Face. For example:

# hybrid_dialogue.py
import markovify
from transformers import pipeline
from flask import Flask, request, jsonify

app = Flask(__name__)

# 1) Create the Markov model from some frog-themed text data
frog_text = """
Frogs enjoy swampy areas. The frog says ribbit. 
Swamps are full of lily pads. The frog leaps from pad to pad.
"""
markov_model = markovify.Text(frog_text, state_size=2)

# 2) Create a LLaMA pipeline (assuming you have the model or check the HF Hub)
llama_pipe = pipeline("text-generation", model="meta-llama/Llama-2-7b", device=0)

@app.route("/generate", methods=["POST"])
def generate_dialogue():
    player_prompt = request.form.get("player_prompt", "")
    
    # Step A: Let Markov create a short snippet
    snippet = markov_model.make_sentence_with_start("The", strict=False)
    if not snippet:
        snippet = "The frog croaks uncertainly."

    # Combine player's prompt + Markov snippet
    combined_prompt = f"{player_prompt} {snippet}"

    # Step B: Feed the combined prompt into LLaMA
    llama_output = llama_pipe(combined_prompt, max_length=50, num_return_sequences=1)
    final_text = llama_output[0]['generated_text']

    return jsonify(final_text)
    
if __name__ == "__main__":
    app.run(host="0.0.0.0", port=5000, debug=True)

In a real scenario, you’d likely refine or sanitize the output further, or store conversation states in a database so the frog “remembers” context across multiple player interactions.

3. Displaying the Frog’s Dialogue

In Unity, after your HTTP request completes, you can simply pop the text into a Text or TextMeshPro UI element. Something like:

Frog (Markov+LLaMA):

"Greetings, wanderer. The lily pads offer plenty of rest, though your journey may take you beyond the marshes."

Frog (Markov+LLaMA):

"Croak! I see you've brought an odd contraption. Might it help you fetch the magical fireflies from yonder swamp?"

In a pure Davinci (2022) environment, this text would usually be off-topic, but our Markov chain gives the Davinci language model great context to use. Our new pipeline effectively merges Markov’s random illusions of “frog-themed” phrases with the deeper coherence of LLaMA.

Potential Pitfalls

Context is an issue as Markov chains do not inherently “remember” previous lines. If you want extended, multi-turn conversation, consider storing conversation state or letting LLaMA handle context windows (e.g., passing back your entire chat log). Full LLaMA models can be slow, so use a GPU or a smaller model for quick responses or host a partially quantized LLaMA variant for faster inference.
There's also a chance that if players can feed anything into the system, we may need a content filter or moderation step to keep the frog from generating problematic text.

Conclusion

That’s the gist of hooking up Markov chain–based text generation to Hugging Face’s LLaMA in Unity. We first did this with GPT Davinci back in 2022–2023, but the results weren’t nearly as coherent as what we can achieve now. Markov chains are a fun legacy approach to fix LLM problems that seem to have been fixed via scale, as modern large language models bring real semantic weight to the table. Combining both can yield interesting and more stable dialogue- even as LLMs get better and better.

If you want more advanced features—like memory or branching quest lines—just keep track of conversation states and feed them into each request. Try out transformations, or even chain-of-thought prompting to more immersion. Good luck- enjoy making your frog ribbet!