LLM for Unity  v2.2.5
Create characters in Unity with LLMs!
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LLMUnity.LLMClient Class Reference
Inheritance diagram for LLMUnity.LLMClient:
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Additional Inherited Members

- Public Member Functions inherited from LLMUnity.LLMCharacter
void Awake ()
 The Unity Awake function that initializes the state before the application starts. The following actions are executed:
 
virtual string GetSavePath (string filename)
 
virtual string GetJsonSavePath (string filename)
 
virtual string GetCacheSavePath (string filename)
 
void SetPrompt (string newPrompt, bool clearChat=true)
 Set the system prompt for the LLMCharacter.
 
async Task LoadTemplate ()
 Load the chat template of the LLMCharacter.
 
async void SetGrammar (string path)
 Set the grammar file of the LLMCharacter.
 
void AddMessage (string role, string content)
 
void AddPlayerMessage (string content)
 
void AddAIMessage (string content)
 
async Task< stringChat (string query, Callback< string > callback=null, EmptyCallback completionCallback=null, bool addToHistory=true)
 Chat functionality of the LLM. It calls the LLM completion based on the provided query including the previous chat history. The function allows callbacks when the response is partially or fully received. The question is added to the history if specified.
 
async Task< stringComplete (string prompt, Callback< string > callback=null, EmptyCallback completionCallback=null)
 Pure completion functionality of the LLM. It calls the LLM completion based solely on the provided prompt (no formatting by the chat template). The function allows callbacks when the response is partially or fully received.
 
async Task Warmup (EmptyCallback completionCallback=null)
 Allow to warm-up a model by processing the prompt. The prompt processing will be cached (if cachePrompt=true) allowing for faster initialisation. The function allows callback for when the prompt is processed and the response received.
 
async Task< stringAskTemplate ()
 Asks the LLM for the chat template to use.
 
async Task< List< int > > Tokenize (string query, Callback< List< int > > callback=null)
 Tokenises the provided query.
 
async Task< stringDetokenize (List< int > tokens, Callback< string > callback=null)
 Detokenises the provided tokens to a string.
 
async Task< List< float > > Embeddings (string query, Callback< List< float > > callback=null)
 Computes the embeddings of the provided input.
 
virtual async Task< stringSave (string filename)
 Saves the chat history and cache to the provided filename / relative path.
 
virtual async Task< stringLoad (string filename)
 Load the chat history and cache from the provided filename / relative path.
 
void CancelRequests ()
 Cancel the ongoing requests e.g. Chat, Complete.
 
- Public Attributes inherited from LLMUnity.LLMCharacter
bool advancedOptions = false
 toggle to show/hide advanced options in the GameObject
 
bool remote = false
 toggle to use remote LLM server or local LLM
 
LLM llm
 the LLM object to use
 
string host = "localhost"
 host to use for the LLM server
 
int port = 13333
 port to use for the LLM server
 
int numRetries = 10
 number of retries to use for the LLM server requests (-1 = infinite)
 
string APIKey
 allows to use a server with API key
 
string save = ""
 file to save the chat history. The file is saved only for Chat calls with addToHistory set to true. The file will be saved within the persistentDataPath directory (see https://docs.unity3d.com/ScriptReference/Application-persistentDataPath.html).
 
bool saveCache = false
 toggle to save the LLM cache. This speeds up the prompt calculation but also requires ~100MB of space per character.
 
bool debugPrompt = false
 select to log the constructed prompt the Unity Editor.
 
bool stream = true
 option to receive the reply from the model as it is produced (recommended!). If it is not selected, the full reply from the model is received in one go
 
string grammar = null
 grammar file used for the LLM in .cbnf format (relative to the Assets/StreamingAssets folder)
 
bool cachePrompt = true
 option to cache the prompt as it is being created by the chat to avoid reprocessing the entire prompt every time (default: true)
 
int slot = -1
 specify which slot of the server to use for computation (affects caching)
 
int seed = 0
 seed for reproducibility. For random results every time set to -1.
 
int numPredict = 256
 number of tokens to predict (-1 = infinity, -2 = until context filled). This is the amount of tokens the model will maximum predict. When N predict is reached the model will stop generating. This means words / sentences might not get finished if this is too low.
 
float temperature = 0.2f
 LLM temperature, lower values give more deterministic answers. The temperature setting adjusts how random the generated responses are. Turning it up makes the generated choices more varied and unpredictable. Turning it down makes the generated responses more predictable and focused on the most likely options.
 
int topK = 40
 top-k sampling (0 = disabled). The top k value controls the top k most probable tokens at each step of generation. This value can help fine tune the output and make this adhere to specific patterns or constraints.
 
float topP = 0.9f
 top-p sampling (1.0 = disabled). The top p value controls the cumulative probability of generated tokens. The model will generate tokens until this theshold (p) is reached. By lowering this value you can shorten output & encourage / discourage more diverse output.
 
float minP = 0.05f
 minimum probability for a token to be used. The probability is defined relative to the probability of the most likely token.
 
float repeatPenalty = 1.1f
 control the repetition of token sequences in the generated text. The penalty is applied to repeated tokens.
 
float presencePenalty = 0f
 repeated token presence penalty (0.0 = disabled). Positive values penalize new tokens based on whether they appear in the text so far, increasing the model's likelihood to talk about new topics.
 
float frequencyPenalty = 0f
 repeated token frequency penalty (0.0 = disabled). Positive values penalize new tokens based on their existing frequency in the text so far, decreasing the model's likelihood to repeat the same line verbatim.
 
float tfsZ = 1f
 enable tail free sampling with parameter z (1.0 = disabled).
 
float typicalP = 1f
 enable locally typical sampling with parameter p (1.0 = disabled).
 
int repeatLastN = 64
 last n tokens to consider for penalizing repetition (0 = disabled, -1 = ctx-size).
 
bool penalizeNl = true
 penalize newline tokens when applying the repeat penalty.
 
string penaltyPrompt
 prompt for the purpose of the penalty evaluation. Can be either null, a string or an array of numbers representing tokens (null/"" = use original prompt)
 
int mirostat = 0
 enable Mirostat sampling, controlling perplexity during text generation (0 = disabled, 1 = Mirostat, 2 = Mirostat 2.0).
 
float mirostatTau = 5f
 set the Mirostat target entropy, parameter tau.
 
float mirostatEta = 0.1f
 set the Mirostat learning rate, parameter eta.
 
int nProbs = 0
 if greater than 0, the response also contains the probabilities of top N tokens for each generated token.
 
bool ignoreEos = false
 ignore end of stream token and continue generating.
 
int nKeep = -1
 number of tokens to retain from the prompt when the model runs out of context (-1 = LLMCharacter prompt tokens if setNKeepToPrompt is set to true).
 
List< stringstop = new List<string>()
 stopwords to stop the LLM in addition to the default stopwords from the chat template.
 
Dictionary< int, stringlogitBias = null
 the logit bias option allows to manually adjust the likelihood of specific tokens appearing in the generated text. By providing a token ID and a positive or negative bias value, you can increase or decrease the probability of that token being generated.
 
string playerName = "user"
 the name of the player
 
string AIName = "assistant"
 the name of the AI
 
string prompt = "A chat between a curious human and an artificial intelligence assistant. The assistant gives helpful, detailed, and polite answers to the human's questions."
 a description of the AI role. This defines the LLMCharacter system prompt
 
bool setNKeepToPrompt = true
 option to set the number of tokens to retain from the prompt (nKeep) based on the LLMCharacter system prompt
 

Detailed Description

Definition at line 5 of file LLMClient.cs.

Constructor & Destructor Documentation

◆ LLMClient()

LLMUnity.LLMClient.LLMClient ( )
inline

Definition at line 7 of file LLMClient.cs.


The documentation for this class was generated from the following file: