Earlier 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.
Uff, I guess you’re right. Mea culpa. I misread their diagram to represent inference when it was about training instead. The latter is conditioned on actions, but… how do they generate the actual output frames then? What’s the input? Is it just image-to-image based on the previous frame? The paper doesn’t seem to explain the inference part at all well :(
Diffusion models are real-time game engines
421–430 of 430 posts
Re: Diffusion models are real-time game engines
#422Earlier quoted context omitted.
>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.
> Want a perfect flight sim? Put a GoPro in the cockpit of every airliner for a year. You're jumping ahead there and I'm not convinced you could do this ever (unless you're model is already a great physics engine). The paper itself has feeds the controls into the network. But a flight sim will be harder better you'd need to also feed in air conditions. I just don't see how you could do this from video alone, let alon…
Re: Diffusion models are real-time game engines
#423Earlier quoted context omitted.
This was the basis for the reasoning: The map 1 has 2'518 walkable map units. There are 65536 angles. 2'518*65'536=165'019'648 If you capture 165M frames, you already cover all the possibilities in terms of camera / player view, but probably the diffusion models don't even need to have all the frames (the same way that LLMs don't).
Do you have to be exactly on a tile in Doom? I thought the guy walked smoothly around the map.
Correct. You are certainly not moving between the tiles as discrete units in doom.
Re: Diffusion models are real-time game engines
#424Although 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…
This seems more a critique on the particular model (as in the resulting diffusion model generated), not on diffusion models in general. It's also a bit misstated - this doesn't require a working car on the road to do its job (present tense), it required one to train it to do its job (past tense) and it's not particularly clear why a game engine using concepts gained from how another worked should cease to be a game e…
Re: Diffusion models are real-time game engines
#425Earlier quoted context omitted.
What would the model provide if not what we see on the screen?
The environment and everything in it. “Everything” would mean all objects and the elements they’re made of, their rules on how they interact and decay. A modularized ecosystem i guess, comprised of “sub-systems” of sorts. The other model, that provides all interaction (cause for effect) could either be run artificially or be used interactively by a human - opening up the possibility for being a tree : ) This all woul…
Repeat for quest lines, new cities, etc, with the npcs having real time dialogue and interactions that happen entirely off screen, no guarantee of there being a massive quest objective, and some sort of recorder of events that keeps a running tally of everything that goes on so that as the PCs interact with it they are never repeating the same dreary thing.
If this were a MMORPG it would require so much processing and architecting, but it would have the potential to be the greatest game in human history.
Re: Diffusion models are real-time game engines
#426It's always fun reading the dead comments on a post like this. People love to point how how pointless this is. Some of ya'll need to learn how to make things for the fun of making things . Is this useful? No, not really. Is it interesting? Absolutely. Not everything has to be made for profit. Not everything has to be made to make the world a better place. Sometimes, people create things just for the learning experien…
And here we are, binging netflix movies over such copper wires.
I'm not saying games will be replaced by diffusion models dreaming up next images based on user input, but a variation of that might end up in a form of interactive art creation or a new form of entertainment.
Re: Diffusion models are real-time game engines
#427This is so sick I don't know what to say. I never expected this, aren't the implications of this huge?
I am struggling to understand a single implication of this! How does this generalize to anything other than other than playing retro games in the most expensive way possible? The very intention of this project is overfitting to data in a non-generalizable way! Maybe it's just pure engineering, that good ANNs are getting cheap and fast. But this project still seems to have the fundamental weaknesses of all AI projects…
Re: Diffusion models are real-time game engines
#428Earlier quoted context omitted.
Then why do monsters become blurry smudgy messes when shot? That looks like a video compression artifact of a neural network attempting to replicate low-structure image (source material contains guts exploding, very un-structured visual).
Uh, maybe because monster death animations make up a small part of the training material (ie. gameplay) so the model has not learned to reproduce them very well? There cannot be "video compression artifacts" because it hasn’t even seen any compressed video during training, as far as I can see. Seriously, how is this even a discussion? The article is clear that the novel thing is that this is real-time frame generatio…
Re: Diffusion models are real-time game engines
#429Re: Diffusion models are real-time game engines
#430Earlier 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.
There are thousands of games that mimic each other, and only a handful of them are any good. What makes you think a mechanical "predict next frame based on existing games" will be any good?
We could build a 'game' which would learn and adapt to precisely the chemistry that makes someone tick and then provide them a map to find the state in which their brain releases their desired state.
Then if the game has a directive - it should be pointed to work as a training tool to allow the user to determine how to release these chemicals themselves at will. Resulting in a player-base which no longer requires anything external for accessing their own desired states.