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WorldClaw Agentic 3D open-world generation at scale

tencent-hunyuan.github.io

61–70 of 101 posts

Re: WorldClaw Agentic 3D open-world generation at scale

#61
post #8

It looks impressive. However open worlds are at their best with hand placed details and environmental storytelling. Look at Skyrim/Cyberpunk vs. Starfield where most of the world is proc gen’d. I get that you run this, and then edit it. But the generated villages just aren’t interesting in my opinion. It’s probably great for tencent’s market where you’re mass producing gacha style games, but I don’t think worlds made…

You know what's also good at storytelling? AI. Or else we wouldn't have writing awards being revoked when it comes out it was written by AI. I wouldn't say we don't need artists or writers, but I think most people will be surprised how quickly fully AI driven pipelines will advance here.

This is a great use of our global water supply

Re: WorldClaw Agentic 3D open-world generation at scale

#62

It looks impressive. However open worlds are at their best with hand placed details and environmental storytelling. Look at Skyrim/Cyberpunk vs. Starfield where most of the world is proc gen’d. I get that you run this, and then edit it. But the generated villages just aren’t interesting in my opinion. It’s probably great for tencent’s market where you’re mass producing gacha style games, but I don’t think worlds made…

you can do both, generate a huge world and orovide aritsts with aithoring and collaboration tools to dress it. to prevent starfieldlike stuff -__-

Re: WorldClaw Agentic 3D open-world generation at scale

#65

Earlier quoted context omitted.

1 unverified example with quite the unique, if true, circumstances against the undoubtedly countless dismissed attempts (not to mention those never submitted because they’re trash) hardly meets the bar being established here.

Even if 99% of generations are trash, why does that matter? Just throw out the failures and keep the good ones, like any writer. Here is the text of the winning story: https://granta.com/the-serpent-in-the-grove/ If you've ever used ChatGPT to generate stories, you will find the style unmistakable. It's cloying to me, but it did manage to fool some stuffy literary judges.

Can you point to some aspects of the style that are typical of ChatGPT?

I have never done any story generation and after reading the first couple of paragraphs, I could not tell whether this was AI-generated or not.

Re: WorldClaw Agentic 3D open-world generation at scale

#66
post #6

In case it's not obvious, this isn't a model, this is python scripts that call out to models (code not available). It's mostly "did you know you can attach an LLM to a PCG system?", but there is one idea here you don't see much of: an image model performs the composition (which image models are really good at), and then you extract the objects into 3d via things like SAM3D before placing them in the world, which is p…

LLMs are a PCG system. This is one of my pet peeves, I've been working on a procedural generation constraint system for quite a while (way before LLMs) as a hobby, that came with a domain specific language, where you could specify constraints.

Things like the red key must be reachable before the red door, and there should be no path that bypasses the red door, etc. written as a set of constraints.

I was working on is because I realized, constraints tend to be similar in nature (graph cut, minimum/maximum shortest path etc.) algorithmically, but its usually quite hard to control designer intent.

The reason I shelved the project, was I asked an LLM a couple years ago, to generate a dungeon room graph, following a similar set of constraints, but stated in plain English, and it did a perfect job.

Which brings me to my final point. LLMs are amazing and flexible constraint solvers, and are woefully underutilized in scenarios like this.

Re: WorldClaw Agentic 3D open-world generation at scale

#67

Earlier quoted context omitted.

Branding is amazing. In this case with a normal word, it's a sort of network effect? Peter Steinberger, creator of OpenClaw, just spoke at YC Startup School. The entire thing is worth a view. > There are 33,000 "claw" named repositories. https://www.youtube.com/watch?v=whcfSGN6CAU&t=1450s

What does it mean in general for something to be a “claw”?

The project was originally called clawdbot as it was based on Claude. Pressure from Anthropic made Peter change the name to Moltbot, which everyone thought sounded gross, so he changed it again to openclaw, with a lobster mascot.

Re: WorldClaw Agentic 3D open-world generation at scale

#68

Earlier quoted context omitted.

> You know what's also good at storytelling? AI Writing a coherent story =/= good at storytelling

It’s better than most video games. Including some of the best selling.

But that isn’t because most game writers are bad at their job, but the vast majority of the target audience don’t really care about a good story - they want to shoot the baddies and be a cool hero.

Just look what happened when a studio tries to do a bold move and have a sequel where the protagonist of the first game gets tortured and killed out of revenge, by the daughter of one of the many characters he killed in the first part. This is a direct metaphor involving the player, about grief, revenge, and loss.

They were absolutely shredded by the fans over doing this to their favourite serial killer.

Gamers by and large don’t want a good story.

Re: WorldClaw Agentic 3D open-world generation at scale

#69
post #6

In case it's not obvious, this isn't a model, this is python scripts that call out to models (code not available). It's mostly "did you know you can attach an LLM to a PCG system?", but there is one idea here you don't see much of: an image model performs the composition (which image models are really good at), and then you extract the objects into 3d via things like SAM3D before placing them in the world, which is p…

LLMs are a PCG system. This is one of my pet peeves, I've been working on a procedural generation constraint system for quite a while (way before LLMs) as a hobby, that came with a domain specific language, where you could specify constraints. Things like the red key must be reachable before the red door, and there should be no path that bypasses the red door, etc. written as a set of constraints. I was working on is…

The trouble is the LLMs non-determinism and the "You're absolutely right, I placed the red key behind the red door rather than in front of it. This was load bearing for the whole dungeon and I blew it" moments.

With a hand authored constraint system if the red key is in the wrong place you have a bug in the constraint system that can be deterministically fixed, with a LLM you have to roll the dice on prompting again and go through expensive verification.

Re: WorldClaw Agentic 3D open-world generation at scale

#70
post #69

Earlier quoted context omitted.

LLMs are a PCG system. This is one of my pet peeves, I've been working on a procedural generation constraint system for quite a while (way before LLMs) as a hobby, that came with a domain specific language, where you could specify constraints. Things like the red key must be reachable before the red door, and there should be no path that bypasses the red door, etc. written as a set of constraints. I was working on is…

The trouble is the LLMs non-determinism and the "You're absolutely right, I placed the red key behind the red door rather than in front of it. This was load bearing for the whole dungeon and I blew it" moments. With a hand authored constraint system if the red key is in the wrong place you have a bug in the constraint system that can be deterministically fixed, with a LLM you have to roll the dice on prompting again…

Very humorous and accurate contemporary AI slop quote, thank you
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