Earlier quoted context omitted.
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…
Worth noting that aphantasia doesn't necessarily extend to dreams. Anecdotally - I have pretty severe aphantasia (I can conjure milisecond glimpses of barely tangible imagery that I can't quite perceive before it's gone - but only since learning that visualisation wasn't a linguistic metaphor). I can't really simulate object rotation. I can't really 'picture' how things will look before they're drawn / built etc. How…
Diffusion models are real-time game engines
161–170 of 430 posts
Re: Diffusion models are real-time game engines
#162I was really entranced on how combat is rendered (the grunt doing weird stuff in very much the style that the model generates images). Now I'd like to see this implemented in a shader in a game
Re: Diffusion models are real-time game engines
#163So, this is surprising. Apparently there’s more cause, effect, and sequencing in diffusion models than what I expected, which would be roughly ‘none’. Google here uses SD 1.4, as the core of the diffusion model, which is a nice reminder that open models are useful to even giant cloud monopolies. The two main things of note I took away from the summary were: 1) they got infinite training data using agents playing doom…
But it's not a game. It's a memory of a game video, predicting the next frame based on the few previous frames, like "I can imagine what happened next". I would call it the world's least efficient video compression. What I would like to see is the actual predictive strength, aka imagination, which I did not notice mentioned in the abstract. The model is trained on a set of classic maps. What would it do, given a few…
It's not super clear from the landing page, but I think it's an engine? Like, its input is both previous images and input for the next frame.
So as a player, if you press "shoot", the diffusion engine need to output an image where the monster in front of you takes damage/dies.
Re: Diffusion models are real-time game engines
#164There 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…
Video games are gonna be wild in the near future. You could have one person talking to a model producing something that's on par with a AAA title from today. Imagine the 2d sidescroller boom on Steam but with immersive photorealistic 3d games with hyper-realistic physics (water flow, fire that spreads, tornados) and full deformability and buildability because the model is pretrained with real world videos. Your game…
Re: Diffusion models are real-time game engines
#165Doom system requirements: - 4 MB RAM - 12 MB disk space Stable diffusion v1 > 860M UNet and CLIP ViT-L/14 (540M) Checkpoint size: 4.27 Gb 7.7 GB (full EMA) Running on a TPU-v5e Peak compute per chip (bf16) 197 TFLOPs Peak compute per chip (Int8) 393 TFLOPs HBM2 capacity and bandwidth 16 GB, 819 GBps Interchip Interconnect BW 1600 Gbps This is quite impressive, especially considering the speed. But there's still a ton…
That's the least of it. It means you can generate a game from real footage. Want a perfect flight sim? Put a GoPro in the cockpit of every airliner for a year.
Re: Diffusion models are real-time game engines
#166Re: Diffusion models are real-time game engines
#167Earlier quoted context omitted.
It is just video. There are no external interactions. Heck, it is far simpler than video, because the point of view and frame is fixed.
I think you're mistaken. The abstract says it's interactive, "We present GameNGen, the first game engine powered entirely by a neural model that enables real-time interaction" Further - "a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions." specifically "and actions" User input is being fed into this system and subsequent frames take that into account. The us…
Re: Diffusion models are real-time game engines
#168Re: Diffusion models are real-time game engines
#169So, this is surprising. Apparently there’s more cause, effect, and sequencing in diffusion models than what I expected, which would be roughly ‘none’. Google here uses SD 1.4, as the core of the diffusion model, which is a nice reminder that open models are useful to even giant cloud monopolies. The two main things of note I took away from the summary were: 1) they got infinite training data using agents playing doom…
Re: Diffusion models are real-time game engines
#170I noticed a few hallucinations e.g. when it picked green jacket from a corner, walking back it generated another corner. Therefore I don't think it has any clue about the 3D world of the game at all.