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Using GANs to Create Fantastical Creatures

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Re: Using GANs to Create Fantastical Creatures

#52

In the future GANs will replace all of human creativity so much so that humans will spend all of their creative outlets on training GANs and using GANs to do the creation for them.

Yes. Every kind of creative activities will be done using GANs. From writing lyrics, designing architecture, producing music to painting.

Re: Using GANs to Create Fantastical Creatures

#54

In the future GANs will replace all of human creativity so much so that humans will spend all of their creative outlets on training GANs and using GANs to do the creation for them.

GANs and computers are mirrors of the engineer's mind. You can only get out some combination of the trained data set and user input. Huamns can produce novel artworks that a computer cannot, usually with more control over the intagibles like creativity and the fundamentals like drawing and perceiving the world.

Yes, in some point in the future though the amount of output data from GANs trained on Human Data will surpass the amount of output data from humans directly.

When that happens people will start training GANs with GAN data.

It will become a self feeding loop with humans only curating data.

Of course even the curating of the data is ripe for automation via ML.

Re: Using GANs to Create Fantastical Creatures

#56

Can we look forward to a Netrunner card generator? :) GAN-generated art, name and flavor text, a perhaps more structured rules engine for the card type and behavior, and AlphaZero to play the card in a deck against itself a few thousand times to tune the balance.

Man, I was really hoping to be the first to pull the trigger on that. But if I'm being honest with myself: I ain't gonna be putting in the time to learn to tensorflow.

Tensorflow (or PyTorch, or any other framework) aren't the problem, though.

It's choosing a suitable net architecture, loss function, and training methodology all of which require in-depth knowledge and lots of experimentation.

Even after that you're only half way there, because now the fun and exploration is over and the pain begins: finding (and worse even - annotating!) and validating training data.

Once this herculean task has been finished, it's time to get your credit card ready and shell out hundreds of dollars/pounds/euros for days of GPU time to train the basic model.

With that out of the way, it's time for a little fun to return and finetune your model(s), which usually can be done using even a mediocre desktop PC or laptop.

There's a reason you can make serious money with even a comparatively simple and straight forward idea that uses ML and AI to get quality results. It's much, much more involved than just "learning some tensorflow".

Re: Using GANs to Create Fantastical Creatures

#57
post #26

Earlier quoted context omitted.

There are a lot of moving parts. Sculpting, UV Mapping, Rigging, Skinning, Animation, LODs, Baking, Texturing, engine import, lighting, materials. A lot of things can be done procedurally, but going from 2d concept to actual working 3D Character in video game is a long jump. On top of that every game will have very different asset and gameplay requirements.

I think it might take the form of artist augmentation rather than replacement. Think of it like a new sort of power tool. And it's true there are a lot of steps for triple-A engines, but most gamedevs (like myself, once) simply don't have any art assets, and need them greatly; a tool similar to MSPaint for models might enable the next Notch to emerge more easily. On the other side of it, from the triple-A point of vi…

> [...] most gamedevs (like myself, once) simply don't have any art assets, and need them greatly;

But isn't that exactly why market places like the Unity Asset Store, TurboSquid, and UE Marketplace exist?

The asset stores for Unity and UE in particular offer assets that are ready for use with these frameworks and can also be easily modified if need be.

I rather think the problem is the expectation to get high quality assets for free, which just isn't a realistic assumption, unless you're willing to team up with an artist who is willing to volunteer their time.

It's also funny you mentioned Notch, as Minecraft and its aesthetic are a direct result of lack of artistic talent, proving that you don't need great looking 3d models at all to create the best selling video game in history...

I agree, though that ML/AI tooling for asset generation would be a major improvement for the gaming (and film!) industry.

Re: Using GANs to Create Fantastical Creatures

#60
post #4

So not only will we not have any meaningful local hardware in the future, but games themselves will simply be custom-generated to satisfy the player’s exact desires? Sounds like it would become pretty dull. Art and experiences are interesting because they are unexpected. Experiencing someone else’s unique and surprising artistic voice is what I love most about good games / art experiences.

This seems like a similar comment that would have been made about drum machines. Creative people will always find a way to push the limits of a new technology that makes something difficult suddenly trivial.

> This seems like a similar comment that would have been made about drum machines

I doubt that. Simplified and (semi-)automated instruments have been around for a long time since there is legitimate interest in such tools from musicians.

The difference here is that people have a tendency to regard machine generated output as more "correct" (whatever that means). The same psychological mechanisms that make Level 3 autonomy in cars and aeroplanes so dangerous can lead to a future where a closed loop automated content generation (e.g. train the next gen GAN on output from the previous gen GAN) kills all creativity and conditions us to prefer the generated aesthetic.

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