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Diffusion models are real-time game engines

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Re: Diffusion models are real-time game engines

#31

There is no text conditioning provided to the SD model because they removed it, but one can imagine a near future where text prompts are enough to create a fun new game! 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…

With enough computation, your neural net weights would converge to some very compressed latent representation of the source code of DOOM. Maybe smaller even than the source code itself? Someone in the field could probably correct me on that.

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.

Re: Diffusion models are real-time game engines

#32
post #9

It's insane that that this works, and that it works fast enough to render at 20 fps. It seems like they almost made a cross between a diffusion model and an RNN, since they had to encode the previous frames and actions and feed it into the model at each step. 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 hu…

Also recursion and nested virtualization. We can dream about dreaming and imagine different scenarios, some completely fictional or simply possible future scenarios all while doing day to day stuff.

Re: Diffusion models are real-time game engines

#33
post #9

It's insane that that this works, and that it works fast enough to render at 20 fps. It seems like they almost made a cross between a diffusion model and an RNN, since they had to encode the previous frames and actions and feed it into the model at each step. 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 hu…

It makes good sense for humans to have this ability. If we flip the argument, and see the next frame as a hypothesis for what is expected as the outcome of the current frame, then comparing this "hypothesis" with what is sensed makes it easier to process the differences, rather than the totality of the sensory input.

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...

Re: Diffusion models are real-time game engines

#34
post #3

The 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.

It's the No-Doom.

Re: Diffusion models are real-time game engines

#35
post #31

There is no text conditioning provided to the SD model because they removed it, but one can imagine a near future where text prompts are enough to create a fun new game! 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…

With enough computation, your neural net weights would converge to some very compressed latent representation of the source code of DOOM. Maybe smaller even than the source code itself? Someone in the field could probably correct me on that. 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…

The source code lacks information required to render the game. Textures for example.

Re: Diffusion models are real-time game engines

#36
post #4

So, diffusion models are game engines as long as you already built the game? You need the game to train the model. Chicken. Egg?

If you train it on multiple games then you could produce new games that have never existed before, in the same way image generation models can produce new images that have never existed before.

Re: Diffusion models are real-time game engines

#38
post #10
post #4

So, diffusion models are game engines as long as you already built the game? You need the game to train the model. Chicken. Egg?

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…

[deleted]

Re: Diffusion models are real-time game engines

#39
post #31

There is no text conditioning provided to the SD model because they removed it, but one can imagine a near future where text prompts are enough to create a fun new game! 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…

With enough computation, your neural net weights would converge to some very compressed latent representation of the source code of DOOM. Maybe smaller even than the source code itself? Someone in the field could probably correct me on that. 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…

The Holographic Principle is the idea that our universe is a projection of a higher dimensional space, which sounds an awful lot like the total simulation of an interactive environment, encoded in the parameter space of a neural network.

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?

Re: Diffusion models are real-time game engines

#40
post #9

It's insane that that this works, and that it works fast enough to render at 20 fps. It seems like they almost made a cross between a diffusion model and an RNN, since they had to encode the previous frames and actions and feed it into the model at each step. 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 hu…

Image is 2D. Video is 3D. The mathematical extension is obvious. In this case, low resolution 2D (pixels), and the third dimension is just frame rate (discrete steps). So rather simple.
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