There's been a ton of work to generate assets for games using AI: 3d models, textures, code, etc. None of that may even be necessary with a generative game engine like this! If you could scale this up, train on all games in existence, etc. I bet some interesting things would happen
Diffusion models are real-time game engines
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Re: Diffusion models are real-time game engines
#22Re: Diffusion models are real-time game engines
#23So… is it interactive? Playable? Or just generating a video of gameplay?
The demo is actual gameplay at ~20 FPS.
Re: Diffusion models are real-time game engines
#24The 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.
>Technically speaking, isn't this the greatest possible anti-Doom 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
#25There's been a ton of work to generate assets for games using AI: 3d models, textures, code, etc. None of that may even be necessary with a generative game engine like this! If you could scale this up, train on all games in existence, etc. I bet some interesting things would happen
Re: Diffusion models are real-time game engines
#26So… is it interactive? Playable? Or just generating a video of gameplay?
From the article: We present GameNGen, the first game engine powered entirely by a neural model that enables real-time interaction with a complex environment over long trajectories at high quality . The demo is actual gameplay at ~20 FPS.
Re: Diffusion models are real-time game engines
#27Re: Diffusion models are real-time game engines
#28Re: Diffusion models are real-time game engines
#29Earlier quoted context omitted.
here are some ideas: - 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 requiremen…
That feels like the endgame of video game generation. You select an art style, a video and the type of game you'd like to play. The game is then generated in real-time responding to each action with respect to the existing rule engine. I imagine a game like that could get so convincing in its details and immersiveness that one could forget they're playing a game.