Diffusion models are real-time game engines
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Diffusion models are real-time game engines
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Re: Diffusion models are real-time game engines
#2The 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.
Re: Diffusion models are real-time game engines
#3Re: Diffusion models are real-time game engines
#4Re: Diffusion models are real-time game engines
#5So, diffusion models are game engines as long as you already built the game? You need the game to train the model. Chicken. Egg?
Re: Diffusion models are real-time game engines
#6Re: Diffusion models are real-time game engines
#7Re: Diffusion models are real-time game engines
#8The quest to run doom on everything continues. Technically speaking, isn't this the greatest possible anti-Doom, the Doom with the highest possible hardware requirement? I just find it funny that on a linear scale of hardware specification, Doom now finds itself on both ends.
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.
Re: Diffusion models are real-time game engines
#9Abstractly, 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.
Re: Diffusion models are real-time game engines
#10So, diffusion models are game engines as long as you already built the game? You need the game to train the model. Chicken. Egg?
- 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?