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…
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…
Diffusion models are real-time game engines
91–100 of 430 posts
Re: Diffusion models are real-time game engines
#92A game engine lets you create a new game, not predict the next frame of an existing and copiously documented one.
This is not a game engine.
Creating a new good game? Good luck with that.
Re: Diffusion models are real-time game engines
#93Earlier quoted context omitted.
Short clips are the only way a human will make any errors determining which is which.
More relevant is if by _playing_ it they couldn’t tell which is which.
Re: Diffusion models are real-time game engines
#94So, any given sequence of inputs is rebuilt into a corresponding image, twenty times per second. I wonder how separate the game logic and the generated graphics are in the fully trained model. Given a sufficient enough separation between these two, couldn't you basically boil the game/input logic down to an abstract game template? Meaning, you could just output a hash that corresponds to a specific combination of inp…
I think you've just encoded the title of the paper
Re: Diffusion models are real-time game engines
#95Re: Diffusion models are real-time game engines
#96There 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…
Re: Diffusion models are real-time game engines
#97This will also allow players to easily customize what they experience without changing the core game loop.
Re: Diffusion models are real-time game engines
#98Any other similar existing datasets?
A really goofy way I can think of to get a bunch of data would be to get videos from youtube and try to detect keyboard sounds to determine what keys they're pressing.
Re: Diffusion models are real-time game engines
#99Earlier quoted context omitted.
With enough computation, your neural net weights would converge to some very compressed latent representation of the source code of DOOM. Maybe smaller even than the source code itself? Someone in the field could probably correct me on that. At which point, you effectively would be interpolating in latent space through the source code to actually "render" the game. You'd have an entire latent space computer, with an…
The source code lacks information required to render the game. Textures for example.
Re: Diffusion models are real-time game engines
#100When things like DALL-E first came out, I was expecting something like the above to make it into mainstream games within a few years. But that was either too optimistic or I'm not up to speed on this sort of thing.