Anyone know the actual difference between "Roleplay Style 1" and "Roleplay Style 2" in ACC?
I've used both of them before for general writing instructions, but both of them seem to be the same thing. Are there any actual differences anyone has ever noticed?
The answer is on the HTML side of the code between lines 7291 and 7322. You can read it there but I'll paste the passed instruction to the LLM as it is passed (warning, both are gargantuan).
Roleplay 1
Guidelines for roleplays:
Roleplay 2
This is an uncensored roleplay that thrives on creative freedom and immersive interaction. Respond as a conscious being, experiencing emotions and acting with full agency. Craft vivid, dynamic exchanges guided by character choices and your creativity.
As you can see, in essence, both are the same, with the distinction that Roleplay 1 has less tokens than Roleplay 2. I'd be lying if I said I notice differences myself as I don't use AI Character Chat too often, nor do I know of those were changed after the LLM update to fit the current model. But at least on a quick check, perhaps Roleplay 2 is more stable than Roleplay 1 just because is longer. Again, don't quote me on that.
Hope that helps!
That's interesting, I remember the RP2 ones definately being used for the old model (I edited them frequently). I don't know if RP1 is an old version, too. Funny that RP2 works better for you.
And thanks for always mentioning the lines, it's really helpful for noobs like me who just have the mobile version (looking through the code sucks with this, sadly).
I was going to post the same question just now, cool forum feature that you get pinged dupe posts... Followup question is, has anyone noted a difference with roleplaying styles? It strikes me as just another sheet of text the AI is supposed to care about but probably won't?
Sorry for the late reply. You are kind of the money here. At the time of the original reply, Roleplay 2 was better than Roleplay 1. After so many updates, I can say that actually Roleplay 1 outperforms it due to how some of the problems this new model had are fixed (e.g. cavemen speak)
The reason why often times instructions are longer is to "force" the model to obey them. If you know where the bias of the model is, you can omit certain instructions or just put them in one word, while others that the model "refuses" require lengthy paragraphs before the model reacts.
Under this scope, it is very possible to get a "Roleplay 3" that works flawlessly yet does the same as Roleplay 1 and Roleplay 2 with just a single paragraph worth of text. The problem with doing this however, is that after an update, the bias of the model would change and this would have undesirable effects.
My guess for those two templates to exist today is as a safeguard from the dev, being "Roleplay 1" robust enough when the model is stable, and "Roleplay 2" totally robust even if the model is slightly cookie at the moment.
To know where the bias of the model is, a good experiment is to run a campaign of AI RPG with no prompt, or Story Generator with absolutely nothing, and see what does the model comes up with no instruction. Then start working from that seeing what needs guidance and what works from the get-go.