What OP is asking for is being able to reach in amongst the billions of weights within the model and in some sort of systematic way tweak those weights.
From my limited understanding of AI, we don't have traceability on the weights so we have no way of knowing which weights affect which outputs. Until we get AI which is able to fully explain how it arrives at specific results we just keep screaming into the void.
Maybe the answer to how to implement controls is for the AI to spit out content in more 'modular' form?
So for instance an AI 'text to game' engine outputs the setting, gameplay, NPCs, etc, all in separate 'elements' that can then be 'Bret-Victor-ised' in terms of sliders, knobs and dials?
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What OP is asking for is being able to reach in amongst the billions of weights within the model and in some sort of systematic way tweak those weights.
From my limited understanding of AI, we don't have traceability on the weights so we have no way of knowing which weights affect which outputs. Until we get AI which is able to fully explain how it arrives at specific results we just keep screaming into the void.
Maybe the answer to how to implement controls is for the AI to spit out content in more 'modular' form?
So for instance an AI 'text to game' engine outputs the setting, gameplay, NPCs, etc, all in separate 'elements' that can then be 'Bret-Victor-ised' in terms of sliders, knobs and dials?