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…
Diffusion models are real-time game engines
181–190 of 430 posts
Re: Diffusion models are real-time game engines
#182How does the model “remember” the whole state of the world? Like if I kill an enemy in some room and walk all the way across the map and come back, would the body still be there?
It doesn't even remember the state of the game you look at. Doors spawning right in front of you, particle effects turning into enemies mid flight etc, so just regular gen AI issues. Edit: Can see this in the first 10 seconds of the first video under "Full Gameplay Videos", stairs turning to corridor turning to closed door for no reason without looking away.
Re: Diffusion models are real-time game engines
#183Re: Diffusion models are real-time game engines
#184Doom 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…
>What's also interesting about this work is it's basically saying you can rip a game if you're willing to "play" (automate) it enough times and spend a lot more on storage and compute 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.
You can feed it with videos of usage of any software or real world footage recorded by a Go Pro mounted on your shoulder(with body motion measured by some sesnors though the action space would be much larger).
Such a "game engine" can potentially be used as a simulation gym environment to train RL agents.
Re: Diffusion models are real-time game engines
#185> Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation. I can hardly believe this claim, anyone who has played some amount of DOOM before should notice the viewport and textures not "feeling right", or the usually static objects moving slightly.
The entire thing would probably crash and burn if you did something just slightly unusual compared to the training data, too. People talking about 'generated' games often seem to fantasize about an AI that will make up new outcomes for players that go off the beaten path, but a large part of the fun of real games is figuring out what you can do within the predetermined constraints set by the game's code. (Pen-and-paper RPGs are highly open-ended, but even a Game Master needs to sometimes protects the players from themselves; whereas the current generation of AI is famously incapable of saying no.)
Re: Diffusion models are real-time game engines
#186So, 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…
Re: Diffusion models are real-time game engines
#187Re: Diffusion models are real-time game engines
#188Although impressive i must disagree. Diffusion models are not game engines. A game engine is a component to propell your game (along the time axis?). In that sense it is similar to the engine of the car, hence the name. It does not need a single working car nor a road to drive on do its job. The above is a dynamic, interactive replication of what happens when you put a car on a given road, requiring a million test dr…
Interesting point. In a way this is a "simulated game engine", trained from actual game engine data. But I would argue a working simulated game engine becomes a game engine of its own, as it is then able to "propell the game" as you say. The way it achieves this becomes irrelevant, in one case the content was crafted by humans, in the other case it mimics existing game content, the player really doesn't care! > An en…
They easily could have demonstrated this by seeding the model with images of Doom maps which weren't in the training set, but they chose not to. I'm sure they tried it and the results just weren't good, probably morphing the map into one of the ones it was trained on at the first opportunity.
Re: Diffusion models are real-time game engines
#189> Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation. I can hardly believe this claim, anyone who has played some amount of DOOM before should notice the viewport and textures not "feeling right", or the usually static objects moving slightly.
It's telling IMO that they only want people opinions based on our notoriously faulty memories rather than sitting comparable situations next to one another in the game and simulation then analyzing them. Several things jump out watching the example video.
That's literally how the human rating was setup if you read the paper.
Re: Diffusion models are real-time game engines
#190So, 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…
To temper this a bit, you may want to pay close attention to the demo videos. The player rarely backtracks, and for good reason - the few times the character does turn around and look back at something a second time, it has changed significantly (the most noticeable I think is the room with the grey wall and triangle sign).
This falls in line with how we'd expect a diffusion model to behave - it's trained on many billions of frames of gameplay, so it's very good at generating a plausible -next- frame of gameplay based on some previous frames. But it doesn't deeply understand logical gameplay constraints, like remembering level geometry.