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Project Genie: Experimenting with infinite, interactive worlds

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Re: Project Genie: Experimenting with infinite, interactive worlds

#12
post #9

What’s the endgame here? For a small gaming studio, what are the actual implications?

I understand the ultimate end goal to be simulation of life. A near perfect replica of the real world we can use to simulate and test medicine, economy, and social impact.

Re: Project Genie: Experimenting with infinite, interactive worlds

#13
post #7

I keep on repeating myself, but it feels like I'm living in the future. Can't wait to hook this up to my old Oculus glasses and let Genie create a fully realistic sailing simulator for me, where I can train sailing with realistic conditions. On boats I'd love to sail. If making games out of these simulations work, it't be the end for a lot of big studios, and might be the renaissance for small to one person game stud…

...and then, the pneumatics in your living room.

Re: Project Genie: Experimenting with infinite, interactive worlds

#15
post #7

I keep on repeating myself, but it feels like I'm living in the future. Can't wait to hook this up to my old Oculus glasses and let Genie create a fully realistic sailing simulator for me, where I can train sailing with realistic conditions. On boats I'd love to sail. If making games out of these simulations work, it't be the end for a lot of big studios, and might be the renaissance for small to one person game stud…

Isn't this still essentially "vibe simulation" inferred from videos? Surface-level visual realism is one thing, but expecting it to figure out the exact physical mechanics of sailing just by watching boats, and usefully abstract that into a gamified form, is another thing entirely.

Re: Project Genie: Experimenting with infinite, interactive worlds

#16
post #9

What’s the endgame here? For a small gaming studio, what are the actual implications?

I would think that building a environment which can be managed by a game engine is the first pass. In a few years when we are able to render more than 60 seconds it could very well replace the game engine entirely by just rendering everything in realtime based on user interactions. The final phase is just prompts which turn directly into interactive games, maybe even multiplayer. When I see the progress we've made on things like DOOM, where it can infer the proper rendering of actions like firing weapons and even updating scores on hits and such it doesn't feel like we're very far off, a few years at most. For a game studio that could mean cutting out almost everything between keyboard and display, but for now just replacing the asset pipeline is huge.

Re: Project Genie: Experimenting with infinite, interactive worlds

#17
post #7

I keep on repeating myself, but it feels like I'm living in the future. Can't wait to hook this up to my old Oculus glasses and let Genie create a fully realistic sailing simulator for me, where I can train sailing with realistic conditions. On boats I'd love to sail. If making games out of these simulations work, it't be the end for a lot of big studios, and might be the renaissance for small to one person game stud…

The bottleneck for games of any size is always whether they are good. There are plenty of small indies which do not put out good games. I don't see world models improving game design or fun factors.

If I am wrong, then the huge supply of fun games will completely saturate demand and be no easier for indie game devs to stand out.

Re: Project Genie: Experimenting with infinite, interactive worlds

#19
post #9

What’s the endgame here? For a small gaming studio, what are the actual implications?

It means you should go the other way. Open world winning against smaller, handcrafted environments and stories was generally a mistake, and so is this.

Re: Project Genie: Experimenting with infinite, interactive worlds

#20

Every character goes forward only, permanence is still out of reach apparently.

I've been experimenting with that from a slightly different angle: teaching Claude how to play and referee a pencil-and-paper RPG that I developed over about 20 years starting in the mid 1970s. Claude can't quite do it yet for reasons related to permanence and learning over time, but it can do surprisingly well up until it runs into those problems, and it's possible to help it past some obstacles.

The game is called "Explorers' Guild", or "xg" for short. It's easier for Claude to act as a player than a director (xg's version of a dungeon master or game master), again mainly because of permance and learning issues, but to the extent that I can help it past those issues it's also fairly good at acting as a director. It does require some pretty specific stuff in the system prompt to, for example, avoid confabulating stuff that doesn't fit the world or the scenario.

But to really build a version of xg on Claude it needs better ways to remember and improve what it has learned about playing the game, and what it has learned about a specific group of players in a specific scenario as it develops over time.

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