> 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.
Diffusion models are real-time game engines
241–250 of 430 posts
Re: Diffusion models are real-time game engines
#242Jensen said that this is the future of gaming a few months ago fyi.
Re: Diffusion models are real-time game engines
#243So, 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…
Re: Diffusion models are real-time game engines
#244A diffusion model cannot be a game engine because a game engine can be used to create new games and modify the rules of existing games in real time -- even rules which are not visible on-screen. These tools are fascinating but, as with all AI hype, they need a disclaimer: The tool didn't create the game. It simply generated frames and the appearance of play mechanics from a game it sampled (which humans created).
> even rules which are not visible on-screen. If a rule was changed but it's never visible on the screen, did it really change? > It simply generated frames and the appearance of play mechanics from a game it sampled (which humans created). Simply?! I understand it's mechanically trivial but the fact that it's compressed such a rich conditional distribution seems far from simple to me.
Well for "some" games it does really change
Re: Diffusion models are real-time game engines
#245Earlier quoted context omitted.
> 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…
But does it need to be frame-based? What if you combine this with an engine in parallel that provides all geometry including characters and objects with their respective behavior, recording changes made through interactions the other model generates, talking back to it? A dialogue between two parties with different functionality so to speak. (Non technical person here - just fantasizing)
Re: Diffusion models are real-time game engines
#246I'm guessing that the "This door requires a blue key" doesn't mean that the user can run around, the engine dreams up a blue key in some other corner of the map, and the user can then return to the door and the engine now opens the door? THAT would be impressive. It's interesting to think that all that would be required for that task to go from really hard to quite doable, would be that the door requiring the blue key is blue, and the UI showing some icon indicating the user possesses the blue key. Without that, it becomes (old) hidden state.
Re: Diffusion models are real-time game engines
#247A diffusion model cannot be a game engine because a game engine can be used to create new games and modify the rules of existing games in real time -- even rules which are not visible on-screen. These tools are fascinating but, as with all AI hype, they need a disclaimer: The tool didn't create the game. It simply generated frames and the appearance of play mechanics from a game it sampled (which humans created).
So all it did is generate a video of the gameplay which is slightly different from the video it used for training?
Re: Diffusion models are real-time game engines
#248If so, is it more like imagination/hallucination rather than rendering?
Re: Diffusion models are real-time game engines
#249Re: Diffusion models are real-time game engines
#250Earlier quoted context omitted.
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.
>rather than sitting comparable situations next to one another in the game and simulation then analyzing them. That's literally how the human rating was setup if you read the paper.
What I'd posit is that it's not actually a very good replication of the game but very good a replicating short clips that almost look like the game and the short time horizons are deliberately chosen because the authors know the model lacks coherence beyond that.