The two main things of note I took away from the summary were: 1) they got infinite training data using agents playing doom (makes sense), and 2) they added Gaussian noise to source frames and rewarded the agent for ‘correcting’ sequential frames back, and said this was critical to get long range stable ‘rendering’ out of the model.
That last is intriguing — they explain the intuition as teaching the model to do error correction / guide it to be stable.
Finally, I wonder if this model would be easy to fine tune for ‘photo realistic’ / ray traced restyling — I’d be super curious to see how hard it would be to get a ‘nicer’ rendering out of this model, treating it as a doom foundation model of sorts.
Anyway, a fun idea that worked! Love those.
To temper this a bit, you may want to pay close attention to the demo videos. The player rarely backtracks, and for good reason - the few times the character does turn around and look back at something a second time, it has changed significantly (the most noticeable I think is the room with the grey wall and triangle sign).
This falls in line with how we'd expect a diffusion model to behave - it's trained on many billions of frames of gameplay, so it's very good at generating a plausible -next- frame of gameplay based on some previous frames. But it doesn't deeply understand logical gameplay constraints, like remembering level geometry.
[0]: https://en.wikipedia.org/wiki/Inattentional_blindness#Invisi...
If I studied the longer one more closely, I'm sure inconsistencies would be seen but it seemed able to recall presence/absence of destroyed items, dead monsters etc on subsequent loops around a central obstruction that completely obscured them for quite a while. This did seem pretty odd to me, as I expected it to match how you'd described it.
What if you combine this with an engine in parallel that provides all geometry including characters and objects with their respective behavior, recording changes made through interactions the other model generates, talking back to it?
A dialogue between two parties with different functionality so to speak.
(Non technical person here - just fantasizing)
If on the backend you could record the level layouts in memory you could have exploration teams that try to find new areas to explore.
or do we believe it's an inherent limitation in the approach?
The diffusion model doesn’t maintain any state itself, though its weights may encode some notion of cause/effect. It just renders one frame at a time (after all it’s a text to image model, not text to video). Instead of text, the previous states and frames are provided as inputs to the model to predict the next frame.
Noise is added to the previous frames before being passed into the SD model, so the RL agents were not involved with “correcting” it.
De-noising objectives are widespread in ML, intuitively it forces a predictive model to leverage context, ie surrounding frames/words/etc.
In this case it helps prevent auto-regressive drift due to the accumulation of small errors from the randomness inherent in generative diffusion models. Figure 4 shows such drift happening when a player is standing still.
The training was over almost 1 billion frames, 20 days of full-time play-time, taking a screenshot of every single inch of the map.
Now you show him N frames as input, and ask it "give me frame N+1", then it gives you the frame n. N+1 back based on how it was originally seen during training.
But it is not frame N+1 from a mysterious intelligence, it's simply frame N+1 given back from past database.
The drift you mentioned is actually a clear (but sad) proof that the model does not work at inventing new frames, and can only spit out an answer from the past dataset.
It's a bit like if you train stable diffusion on Simpsons episodes, and that it outputs the next frame of an existing episode that was in the training set, but few frames later goes wild and buggy.
I would call it the world's least efficient video compression.
What I would like to see is the actual predictive strength, aka imagination, which I did not notice mentioned in the abstract. The model is trained on a set of classic maps. What would it do, given a few frames of gameplay on an unfamiliar map as input? How well could it imagine what happens next?
It's not super clear from the landing page, but I think it's an engine? Like, its input is both previous images and input for the next frame.
So as a player, if you press "shoot", the diffusion engine need to output an image where the monster in front of you takes damage/dies.
A mistake people make all the time is that massive companies will put all their resources toward every project. This paper was written by four co-authors. They probably got a good amount of resources, but they still had to share in the pool allocated to their research department.
Even Google only has one Gemini (in a few versions).
Though I wonder if 10 years down the line folks wouldn't even care about underlying model details (no more than a current day web-developer needs to know about network packets).
PS: Not great examples, but I hope you get the idea ;)
Abstractly, it's like the model is dreaming of a game that it played a lot of, and real time inputs just change the state of the dream. It makes me wonder if humans are just next moment prediction machines, with just a little bit more memory built in.
As Richard Dawkins recently put it in a podcast[1], our genes are great prediction machines, as their continued survival rests on it. Being able to generate a visual prediction fits perfectly with the amount of resources we dedicate to sight.
If that is the case, what does aphantasia tell us?
[1] https://podcasts.apple.com/dk/podcast/into-the-impossible-wi...
It is running on an entire v5 TPU (https://cloud.google.com/blog/products/ai-machine-learning/i...)
It's unclear how that compares to a high-end consumer GPU like a 3090, but they seem to have similar INT8 TFLOPS. The TPU has less memory (16 vs. 24), and I'm unsure of the other specs.
Something doesn't add up, in my opinion, though. SD usually takes (at minimum) seconds to produce a high-quality result on a 3090, so I can't comprehend how they are like 2 orders of magnitudes faster—indicating that the TPU vastly outperforms a GPU for this task. They seem to be producing low-res (320x240) images, but it still seems too fast.
This, to me, seems extremely reductionist. Like you start with AI and work backwards until you frame all cognition as next something predictors.
It’s just the stochastic parrot argument again.
This is an incredibly complex hypothesis that doesn't really seem justified by the evidence
It's trained on a large set of data in which agents played DOOM and video samples are given to users for evaluation, but users are not feeding inputs into the simulation in real-time in such a way as to be "playing DOOM" at ~20FPS.
There are some key phrases within the paper that hint at this such as "Key questions remain, such as ... how games would be effectively created in the first place, including how to best leverage human inputs" and "Our end goal is to have human players interact with our simulation.", but mostly it's just the omission of a section describing real-time user gameplay.
> A is the set of key presses and mouse movements…
> …to condition on actions, we simply learn an embedding A_emb for each action
So, it’s clear that in this model the diffusion process is conditioned by embedding A that is derived from user actions rather than words.
Then a noised start frame is encoded into latents and concatenated on to the noise latents as a second conditioning.
So we have a diffusion model which is trained solely on images of doom, and which is conditioned on current doom frames and user actions to produce subsequent frames.
So yes, the users are playing it.
However, it should be unsurprising that this is possible. This is effectively just a neural recording of the game. But it’s a cool tech demo.
Since the splats are specifically designed for rendering it seems like it would be an efficient way for the image model to learn the geometry without having to encode it on the image model itself.
https://www.youtube.com/watch?v=udPY5rQVoW0 "Playing a Neural Network's version of GTA V: GAN Theft Auto"
> Figure 1: a human player is playing DOOM on GameNGen at 20 FPS.
The abstract is ambiguously worded which has caused a lot of confusion here, but the paper is unmistakably clear about this point.
Kind of disappointing to see this misinformation upvoted so highly on a forum full of tech experts.
Well you're wrong as specified in the first video and by the authors themselves, maybe next time check better instead of writing comments with such authoritative tone of things you don't actually know.
The people surveyed in this study are not playing the game, they are watching extremely short video clips of the game being played and comparing them to equally short videos of the original Doom being played, to see if they can spot the difference.
I may be wrong with how it works, but I think this is just hallucinating in real time. It has no internal state per se, it knows what was on screen in the previous few frames and it knows what inputs the user is pressing, and so it generates the next frame. Like with video compression, it probably doesn't need to generate a full frame every time, just "differences".
As with all the previous AI game research, these are not games in any real sense. They fall apart when played beyond any meaningful length of time (seconds). Crucially, they are not playable by anyone other than the developers in very controlled settings. A defining attribute of any game is that it can be played.
I would've really liked to see a section of the paper explicitly call out that they used humans in real time. There's a lot of sentences that led me to believe otherwise. It's clear that they used a bunch of agents to simulate gameplay where those agents submitted user inputs to affect the gameplay and they captured those inputs in their model. This made it a bit murky as to whether humans ever actually got involved.
This statement, "Our end goal is to have human players interact with our simulation. To that end, the policy π as in Section 2 is that of human gameplay. Since we cannot sample from that directly at scale, we start by approximating it via teaching an automatic agent to play"
led me to believe that while they had an ultimate goal of user input (why wouldn't they) they sufficed by approximating human input.
I was looking to refute that assumption later in the paper by hopefully reading some words on the human gameplay experience, but instead, under Results, I found:
"Human Evaluation. As another measurement of simulation quality, we provided 10 human raters with 130 random short clips (of lengths 1.6 seconds and 3.2 seconds) of our simulation side by side with the real game. The raters were tasked with recognizing the real game (see Figure 14 in Appendix A.6). The raters only choose the actual game over the simulation in 58% or 60% of the time (for the 1.6 seconds and 3.2 seconds clips, respectively)."
and it's like.. okay.. if you have a section in results on human evaluation, and your goal is to have humans play, then why are you talking just about humans reviewing video rather than giving some sort of feedback on the human gameplay experience - even if it's not especially positive?
Still, in the Discussion section, it mentions, "The second important limitation are the remaining differences between the agent’s behavior and those of human players. For example, our agent, even at the end of training, still does not explore all of the game’s locations and interactions, leading to erroneous behavior in those cases." which makes it more clear that humans gave input which went outside the bounds of the automatic agents. It doesn't seem like this would occur if it were agents simulating more input.
Ultimately, I think that the paper itself could've been more clear in this regard, but clearly the publishing website tries to be very explicit by saying upfront - "Real-time recordings of people playing the game DOOM" and it's pretty hard to argue against that.
Anyway. I repent! It was a learning experience going back and forth on my belief here. Very cool tech overall.
Imagine if text2game was possible. there would be some sort of network generating each frame from an image generated by text, with some underlying 3d physics simulation to keep all the multiplayer screens sync'd
this paper does not seem to be of that possibility rather some cleverly words to make you think people were playing a real time video. we can't even generate more than 5~10 second of video without it hallucinating. something this persistent would require an extreme amount of gameplay video training. it can be done but the video shown by this paper is not true to its words.
When I read this part I thought you were going to say because you're technically not running Doom at all. That is, instead of running Doom without Doom's original hardware/software environment (by porting it), you're running Doom without Doom itself.
Isn't that possible by setting arbitrarily high goals for ray-cast rendering?
Not really? The greatest anti-Doom would be an infinite nest of these types of models predicting models predicting Doom at the very end of the chain.
The next step of anti-Doom would be a model generating the model, generating the Doom output.
- 4 MB RAM
- 12 MB disk space
Stable diffusion v1 > 860M UNet and CLIP ViT-L/14 (540M)
Checkpoint size:
4.27 Gb
7.7 GB (full EMA)
Running on a TPU-v5e
Peak compute per chip (bf16) 197 TFLOPs
Peak compute per chip (Int8) 393 TFLOPs
HBM2 capacity and bandwidth 16 GB, 819 GBps
Interchip Interconnect BW 1600 Gbps
This is quite impressive, especially considering the speed. But there's still a ton of room for improvement. It seems it didn't even memorize the game despite having the capacity to do so hundreds of times over. So we definitely have lots of room for optimization methods. Though who knows how such things would affect existing tech since the goal here is to memorize.What's also interesting about this work is it's basically saying you can rip a game if you're willing to "play" (automate) it enough times and spend a lot more on storage and compute. I'm curious what the comparison in cost and time would be if you hired an engineer to reverse engineer Doom (how much prior knowledge do they get considering pertained models and visdoom environment. Was doom source code in T5? And which vit checkpoint was used? I can't keep track of Google vit checkpoints).
I would love to see the checkpoint of this model. I think people would find some really interesting stuff taking it apart.
- https://www.reddit.com/r/gaming/comments/a4yi5t/original_doo...
- https://huggingface.co/CompVis/stable-diffusion-v-1-4-origin...
- https://cloud.google.com/tpu/docs/v5e
Yes, the computational cost is ridicolous compared to the original game, and yes, it lacks basic things like pre-computing, storing, etc. That said, you could assume that all that can be either done at the margin of this discovery OR over time will naturally improve OR will become less important as a blocker.
The fact that you can model a sequence of frames with such contextual awareness without explictly having to encode it, is the real breakthrough here. Both from a pure gaming standpoint, but on simulation in general.
OR one can hope it will be thrown to the heap of nonviable tech with the rest of spam waste
1) the model has enough memory to store not only all game assets and engine but even hundreds of "plays".
2) me mentioning that there's still a lot of room to make these things better (seems you think so too so maybe not this one?)
3) an interesting point I was wondering to compare current state of things (I mean I'll give you this but it's just a random thought and I'm not reviewing this paper in an academic setting. This is HN, not NeurIPS. I'm just curious ¯ \ _ ( ツ ) _ / ¯)
4) the point that you can rip a game
I'm really not sure what you're contesting to because I said several things.
> it lacks basic things like pre-computing, storing, etc.
It does? Last I checked neural nets store information. I guess I need to return my PhD because last I checked there's a UNet in SD 1.4 and that contains a decoder.That's the least of it. It means you can generate a game from real footage. Want a perfect flight sim? Put a GoPro in the cockpit of every airliner for a year.
I guess that's the occasion to remind that ML is splendid at interpolating, but extrapolating, maybe don't keep your hopes too high.
Namely, to have a "perfect flight sim" using GoPros, you'll need to record hundreds of stalls and crashs.
> Want a perfect flight sim? Put a GoPro in the cockpit of every airliner for a year.
You're jumping ahead there and I'm not convinced you could do this ever (unless you're model is already a great physics engine). The paper itself has feeds the controls into the network. But a flight sim will be harder better you'd need to also feed in air conditions. I just don't see how you could do this from video alone, let alone just video from the cockpit. Humans could not do this. There's just not enough information.And, unless you wanted a simulator that only allowed perfectly normal flight, you'd have to have those airliners go through every possible situation that you wanted to reproduce: warnings, malfunctions, emergencies, pilots pushing the airliner out of its normal flight envelope, etc.
You can feed it with videos of usage of any software or real world footage recorded by a Go Pro mounted on your shoulder(with body motion measured by some sesnors though the action space would be much larger).
Such a "game engine" can potentially be used as a simulation gym environment to train RL agents.
Some of ya'll need to learn how to make things for the fun of making things. Is this useful? No, not really. Is it interesting? Absolutely.
Not everything has to be made for profit. Not everything has to be made to make the world a better place. Sometimes, people create things just for the learning experience, the challenge, or they're curious to see if something is possible.
Time spent enjoying yourself is never time wasted. Some of ya'll are going to be on your death beds wishing you had allowed yourself to have more fun.
When in reality this is the least efficient and reliable form of Doom yet created, using literally millions of times the computation used by the first x86 PCs that were able to render and play doom in real-time.
But it's a funny party trick, sure.
It's unavoidable though. Cost of living being increasingly expensive and romantization of entrepreneurs like they are rock stars leads towards this hustle mindset.
And here we are, binging netflix movies over such copper wires.
I'm not saying games will be replaced by diffusion models dreaming up next images based on user input, but a variation of that might end up in a form of interactive art creation or a new form of entertainment.
I don't see how.
This game "engine" is purely mapping [pixels, input] -> new pixels. It has no notion of game state (so you can kill an enemy, turn your back, then turn around again, and the enemy could be alive again), not to mention that it requires the game to already exist in order to train it.
I suppose, in theory, you could train the network to include game state in the input and output, or potentially even handle game state outside the network entirely and just make it one of the inputs, but the output would be incredibly noisy and nigh unplayable.
And like I said, all of it requires the game to already exist in order to train the network.
In a way this is a "simulated game engine", trained from actual game engine data. But I would argue a working simulated game engine becomes a game engine of its own, as it is then able to "propell the game" as you say. The way it achieves this becomes irrelevant, in one case the content was crafted by humans, in the other case it mimics existing game content, the player really doesn't care!
> An engine would also work offroad.
Here you could imagine that such a "generative game engine" could also go offroad, extrapolating what would happen if you go to unseen places. I'd even say extrapolation capabilities of such a model could be better than a traditional game engine, as it can make things up as it goes, while if you accidentally cross a wall in a typical game engine the screen goes blank.
training the model with a final game will never give you an engine. maybe a „simulated game“ or even a „game“ but certainly not an „engine“. the latter would mean the model would be capable to derive and extract the technical and intellectual concepts and apply them elsewhere.
They easily could have demonstrated this by seeding the model with images of Doom maps which weren't in the training set, but they chose not to. I'm sure they tried it and the results just weren't good, probably morphing the map into one of the ones it was trained on at the first opportunity.
Yes they had to use RL to learn what DOOM looks like and how it works, but this doesn’t necessarily pose a chicken vs egg problem. In the same way that LLMs can write a novel story, despite only being trained on existing text.
IMO one of the biggest challenges with this approach will be open world games with essentially an infinite number of possible states. The paper mentions that they had trouble getting RL agents to completely explore every nook and corner of DOOM. Factorio or Dwarf Fortress probably won’t be simulated anytime soon…I think.
At which point, you effectively would be interpolating in latent space through the source code to actually "render" the game. You'd have an entire latent space computer, with an engine, assets, textures, a software renderer.
With a sufficiently powerful computer, one could imagine what interpolating in this latent space between, say Factorio and TF2 (2 of my favorites). And tweaking this latent space to your liking by conditioning it on any number of gameplay aspects.
This future comes very quickly for subsets of the pipeline, like the very end stage of rendering -- DLSS is already in production, for example. Maybe Nvidia's revenue wraps back to gaming once again, as we all become bolted into a neural metaverse.
God I love that they chose DOOM.
Neural nets are not guaranteed to converge to anything even remotely optimal, so no that isn't how it works. Also even though neural nets can approximate any function they usually can't do it in a time or space efficient manner, resulting in much larger programs than the human written code.
> With enough computation, your neural net weights would converge to some very compressed latent representation of the source code of DOOM.
You and I have very different definitions of compressionhttps://news.ycombinator.com/item?id=41377398
> Someone in the field could probably correct me on that.
^__^The first thing I thought when I saw this was: couldn't my immediate experience be exactly the same thing? Including the illusion of a separate main character to whom events are occurring?
I would expect something in this realm to be a little better at not being visually inconsistent when you look away and look back. A red monster turning into a blue friendly etc.
Sit down and write down a text prompt for a "fun new game". You can start with something relatively simple like a Mario-like platformer.
By page 300, when you're about halfway through describing what you mean, you might understand why this is wishful thinking
Not really. This is a reproduction of the first level of Doom. Nothing original is being created.
(Jk of course I know what you mean, but you can seriously see text prompts as compressed forms of programming that leverage the model's prior knowledge)
- you could build a non-real-time version of the game engine and use the neural net as a real-time approximation
- you could edit videos shot in real life to have huds or whatever and train the neural net to simulate reality rather than doom. (this paper used 900 million frames which i think is about a year of video if it's 30fps, but maybe algorithmic improvements can cut the training requirements down) and a year of video isn't actually all that much—like, maybe you could recruit 500 people to play paintball while wearing gopro cameras with accelerometers and gyros on their heads and paintball guns, so that you could get a year of video in a weekend?
I imagine a game like that could get so convincing in its details and immersiveness that one could forget they're playing a game.
These tools are fascinating but, as with all AI hype, they need a disclaimer: The tool didn't create the game. It simply generated frames and the appearance of play mechanics from a game it sampled (which humans created).
If a rule was changed but it's never visible on the screen, did it really change?
> It simply generated frames and the appearance of play mechanics from a game it sampled (which humans created).
Simply?! I understand it's mechanically trivial but the fact that it's compressed such a rich conditional distribution seems far from simple to me.
Well for "some" games it does really change
It's much simpler than actually creating a game....
I'm guessing that the "This door requires a blue key" doesn't mean that the user can run around, the engine dreams up a blue key in some other corner of the map, and the user can then return to the door and the engine now opens the door? THAT would be impressive. It's interesting to think that all that would be required for that task to go from really hard to quite doable, would be that the door requiring the blue key is blue, and the UI showing some icon indicating the user possesses the blue key. Without that, it becomes (old) hidden state.
Given a sufficient enough separation between these two, couldn't you basically boil the game/input logic down to an abstract game template? Meaning, you could just output a hash that corresponds to a specific combination of inputs, and then treat the resulting mapping as a representation of a specific game's inner workings.
To make it less abstract, you could save some small enough snapshot of the game engine's state for all given input sequences. This could make it much less dependent to what's recorded off of the agents' screens. And you could map the objects that appear in the saved states to graphics, in a separate step.
I imagine this whole system would work especially well for games that only update when player input is given: Games like Myst, Sokoban, etc.
I can hardly believe this claim, anyone who has played some amount of DOOM before should notice the viewport and textures not "feeling right", or the usually static objects moving slightly.
The entire thing would probably crash and burn if you did something just slightly unusual compared to the training data, too. People talking about 'generated' games often seem to fantasize about an AI that will make up new outcomes for players that go off the beaten path, but a large part of the fun of real games is figuring out what you can do within the predetermined constraints set by the game's code. (Pen-and-paper RPGs are highly open-ended, but even a Game Master needs to sometimes protects the players from themselves; whereas the current generation of AI is famously incapable of saying no.)
I suspect there is a reason for this: running while turning doesn't work properly and makes it very obvious that the system doesn't have a consistent internal 3D view of the world. I'm already getting motion sickness from the inconsistencies in straight-line movement, I can't imagine turning is any better.
I'm wondering when people will apply this to other areas like the real world. Would it learn the game engine of the universe (ie physics)?
I think for real world application one challenge is going to be the "action" signal which is a necessary component of the conditioning signal that makes the simulation reactive. In video games you can just record the buttons, but for real world scenarios you need difficult and intrusive sensor setups for recording force signals.
(Again for robotics though maybe it's enough to record the motor commands, just that you can't easily record the "motor commands" for humans, for example)
https://slatestarcodex.com/2017/09/05/book-review-surfing-un...
It's called predictive coding. By trying to predict sensory stimuli, the brain creates a simplified model of the world, including common sense physics. Yann LeCun says that this is a major key to AGI. Another one is effective planning.
But while current predictive models (autoregressive LLMs) work well on text, they don't work well on video data, because of the large outcome space. In an LLM, text prediction boils down to a probability distribution over a few thousand possible next tokens, while there are several orders of magnitude more possible "next frames" in a video. Diffusion models work better on video data, but they are not inherently predictive like causal LLMs. Apparently this new Doom model made some progress on that front though.
(I say it can't count because there are numerous examples where the bullet count glitches, it goes right impressively often, but still, counting, being up or down, is something computers have been able to do flawlessly basically since forever)
(It is the same with chess, where the LLM models are becoming really good, yet sometimes make mistakes that even my 8yo niece would not make)
Most enemies have enough hit points to survive the first shot. If the model is only trained on the previous frame, it doesn't know how many times the enemy was already shot at.
From the video it seems like it is probability based - they may die right away or it might take way longer than it should.
I love how the player's health goes down when he stands in the radioactive green water.
In Doom the enemies fight with each other if they accidentally incur "friendly fire". It would be interesting to see it play out in this version.
This is one of the bits that was weird to me, it doesn't work correctly. In the real game you take damage at a consistent rate, in the video the player doesn't and whether the player takes damage or not seems highly dependent on some factor that isn't whether or not the player is in the radioactive slime. My thought is that its learnt something else that correlates poorly.
They trained this thing on bot gameplay, so I bet it does poorly when advanced strategies like deliberately inducing mob infighting are employed (the bots probably didn't do that a lot, of at all.)
I noticed a few hallucinations e.g. when it picked green jacket from a corner, walking back it generated another corner. Therefore I don't think it has any clue about the 3D world of the game at all.
I would assume only if the training data contained this type of imagery, which it did not. The training data (from what I understand) consisted only of input+video of actual gameplay, so that is what the model is trained to mimick.
This is like a dog that has been trained to form English words – what's impressive is not that it does it well, but that it does it at all.
AI models don't "know" things at all.
At best, they're just very fuzzy predictors. In this case, given the last couple frames of video and a user input, it predicts the next frame.
It has zero knowledge of the game world, game rules, interactions, etc. It's merely a mapping of [pixels, input] -> pixels.
Like if I kill an enemy in some room and walk all the way across the map and come back, would the body still be there?
Edit: Can see this in the first 10 seconds of the first video under "Full Gameplay Videos", stairs turning to corridor turning to closed door for no reason without looking away.
to me it seems like a very bruteforce or greedy way to give the impression to a user that they are "playing" a game. the difference being that you already own the game to make this possible, but cannot let the user use that copy!
using generative AI for game creation is at a nascent stage but there are much more elegant ways to go about the end goal. perhaps in the future with computing so far ahead that we moved beyond the current architecture, this might be worth doing instead of emulation perhaps.
If so, is it more like imagination/hallucination rather than rendering?
I get this (mostly). But would any kind soul care to elaborate on this? What is this "drift" they are trying to avoid and how does (AFAIU) adding noise help?
Any other similar existing datasets?
A really goofy way I can think of to get a bunch of data would be to get videos from youtube and try to detect keyboard sounds to determine what keys they're pressing.
A similar approach but with a game where the exact input is obvious and unambiguous from the graphics alone so that you can use unannotated data might work. You’d just have to create a model to create the action annotations. I’m not sure what the point would be, but it sounds like it’d be interesting.
1. Continue training on all of the games that used the Doom engine to see if it is capable of creating new graphics, enemies, weapons, etc. I think you would need to embed more details for this perhaps information about what is present in the current level so that you could prompt it to produce a new level from some combination.
2. Could embedding information from the map view or a raytrace of the surroundings of the player position help with consistency? I suppose the model would need to predict this information as the neural simulation progressed.
3. Can this technique be applied to generating videos with consistent subjects and environments by training on a camera view of a 3D scene and embedding the camera position and the position and animation states of objects and avatars within the scene?
4. What would the result of training on a variety of game engines and games with different mechanics and inputs be? The space of possible actions is limited by the available keys on a keyboard or buttons on a controller but the labelling of the characteristics of each game may prove a challenge if you wanted to be able to prompt for specific details.
We could have mods for old games that generate voices for the characters for example. Maybe it's unfeasible from a computing perspective? There are people running local LLMs, no?
You mean in real time? Or just in general?
There are a lot of mods that use AI-generated voices. I'll say it's the norm of modding community now.
A game engine lets you create a new game, not predict the next frame of an existing and copiously documented one.
This is not a game engine.
Creating a new good game? Good luck with that.
I'm convinced this is the code that gives Data (ST TNG) his dreaming capabilities.
https://deepmind.google/discover/blog/rt-2-new-model-transla...
This will also allow players to easily customize what they experience without changing the core game loop.
I was really entranced on how combat is rendered (the grunt doing weird stuff in very much the style that the model generates images). Now I'd like to see this implemented in a shader in a game
The demo is actual gameplay at ~20 FPS.
Instead of working through a game, it’s building generic UI components and using common abstractions.
When things like DALL-E first came out, I was expecting something like the above to make it into mainstream games within a few years. But that was either too optimistic or I'm not up to speed on this sort of thing.
- needs a huge amount of data, which a priori precludes a lot of interesting use cases
- flashy-but-misleading demos which hide the actual weaknesses of the AI software (note that the player is moving very haltingly compared to a real game of DOOM, where you almost never stop moving)
- AI nailing something really complicated for humans (98% effective raycasting, 98% effective Python codegen) while failing to grasp abstract concepts rigorously understood by fish (object permanence, quantity)
I am genuinely struggling to see this as a meaningful step forward. It seems more like a World's Fair exhibit - a fun and impressive diversion, but probably not a vision of the future. Putting it another way: unlike AlphaGo, Deep Blue wasn't really a technological milestone so much as a sociological milestone reflecting the apex of a certain approach to AI. I think this DOOM project is in a similar vein.
Wish there was 1000s of hours of hardcore henry to train. Maybe scrape gopro war cams.
Of course, we're clearly looking at complete nonsense generated by something that does not understand what it is doing – yet, it is astonishingly sensible nonsense given the type of information it is working from. I had no idea the state of the art was capable of this.
It's not that hard to fake something like this: Just make a video of DOSBox with DOOM running inside of it, and then compress it with settings that will result in compression artifacts.
Yes.
I was playing around with the idea in this: https://github.com/StreamUI/StreamUI. Thinking is take the ideas of Elixir LiveView to the extreme.