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Diffusion models are real-time game engines

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Re: Diffusion models are real-time game engines

#202
post #165

Doom 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.

Plus, presumably, either training it on pilot inputs (and being able to map those to joystick inputs and mouse clicks) or having the user have an identical fake cockpit to play in and a camera to pick up their movements.

And, unless you wanted a simulator that only allowed perfectly normal flight, you'd have to have those airliners go through every possible situation that you wanted to reproduce: warnings, malfunctions, emergencies, pilots pushing the airliner out of its normal flight envelope, etc.

Re: Diffusion models are real-time game engines

#203
post #29

Earlier quoted context omitted.

That feels like the endgame of video game generation. You select an art style, a video and the type of game you'd like to play. The game is then generated in real-time responding to each action with respect to the existing rule engine. I imagine a game like that could get so convincing in its details and immersiveness that one could forget they're playing a game.

IIRC, both 2001 (1968) and Solaris (1972) depict that kind of things as part of alien euthanasia process, not as happy endings

Also The Matrix, Oblivion, etc.

Re: Diffusion models are real-time game engines

#204

Earlier quoted context omitted.

>Technically speaking, isn't this the greatest possible anti-Doom When I read this part I thought you were going to say because you're technically not running Doom at all. That is, instead of running Doom without Doom's original hardware/software environment (by porting it), you're running Doom without Doom itself.

Pierre Menard, Author of Doom.

OK, this is the single most perfect comment someone could make on this thread. Diffusion me impressed.

Re: Diffusion models are real-time game engines

#205

> 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.

I also noticed that they played AI DOOM very slowly: in an actual game you are running around like a madman, but in the video clips the player is moving in a very careful, halting manner. In particular the player only moves in straight lines or turns while stationary, they almost never turn while running. Also didn't see much strafing.

I suspect there is a reason for this: running while turning doesn't work properly and makes it very obvious that the system doesn't have a consistent internal 3D view of the world. I'm already getting motion sickness from the inconsistencies in straight-line movement, I can't imagine turning is any better.

Re: Diffusion models are real-time game engines

#206
post #134
post #2

So, 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…

They could down convert the entire model to only utilize the subset of matrix components from stable diffusion. This approach may be able to improve internet bandwidth efficiency assuming consumers in the future have powerful enough computers.

Re: Diffusion models are real-time game engines

#208
post #191

Earlier quoted context omitted.

The concept is that if you train a Diffusion model by feeding all the possible frames seen in the game. The training was over almost 1 billion frames, 20 days of full-time play-time, taking a screenshot of every single inch of the map. Now you show him N frames as input, and ask it "give me frame N+1", then it gives you the frame n. N+1 back based on how it was originally seen during training. But it is not frame N+1…

I don't think you've understood the project completely. The model accepts player input, so frame 601 could be quite different if the player decided to turn left rather than right, or chose that moment to fire at an exploding barrel.

1 billion frames in memory... With such dataset, you have seen practically all realistic possibilities in the short-term.

If it would be able to invent action and maps and let the user play "infinite doom", then it would be very different (and impressive!).

Re: Diffusion models are real-time game engines

#209
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…

Penrose (Nobel prize in physics) stipulates that quantum effects in the brain may allow a certain amount of time travel and back propagation to accomplish this.

Re: Diffusion models are real-time game engines

#210
post #2

So, 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…

> Apparently there’s more cause, effect, and sequencing in diffusion models than what I expected 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…

There's an example right at the beginning too - the ammo drop on the right changes to something green (I think that's a body?)
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