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I've been curious as to when games would implement any kind of these new technologies, but i think they are simply too slow for now? I think we're at least 10-
by MyFirstSass 2y ago
I've been curious as to when games would implement any kind of these new technologies, but i think they are simply too slow for now?
I think we're at least 10-15 years from being able to run low latency agents that "rag" themselves into the games they are a part of, where there are 100's of them, some of them NPC's other's controlling some game mechanic or checking if the output from other agents is acceptable or needs to be run again.
At the moment a macbook air 16 gb can run Phi-Medium 14gb, which is extremely impressive, but it's 7 tokens per second, way to slow for any kind of gaming, you need to 100x performance and we need 5+ generations before i can see this happening.
Unless there's some other application?
- wing-_-nuts 2y agoThere are mods for skyrim right now that run an NPC's dialog and lore through a small 7B model outputs text dialog. Heck if you wanted you could run a 2B whisper model and get reasonably decent voice output. It's all very exciting, if a little janky.
- antisthenes 2y agoHow in the world would this be tested? Anything pertaining to game logic needs to be deterministic. I can't see LLMs in games being used for anything more than some random NPC voice quips. And whose voice would be used? Would voice actors be okay with this? There are already too many bad games, we certainly don't need thousands more with AI-generated drivel dialogue, although having human writers is not a panacea either way.
- pants2 2y agoHave other AI agents test the game in thousands of scenarios. Voice actors are not needed, SOTA TTS systems can synthesize a brand new voice from a description.
- pants2 2y agoIf we're just talking about NPCs in a video game, I bet the game studios have the resources to train a very specific LLM optimized for NPCs. Lots of training data could probably be stripped out; after all your average quest-giver in Skyrim doesn't need to know how to implement Black Scholes in Rust.
- reaperman 2y ago> for games: i think they are simply too slow for now? I think it's two-fold. The primary one is that it's likely very difficult to maintain a designers storyline vision and desired "atmosphere / feel", because LLM's currently "go off the rails" too easily. The second is that the teams with enough funding to properly fine-tune generative AI to do dialog, level/environment-creation, character-generation, etc. that funding means they're generally making AAA or AAA-adjacent games, which already need so much of a consumer GPU VRAM that there's not a lot left over for large ML models to run in parallel. I do think though that we should already be seeing indie games doing more with LLM's and 3D character/level/item generation than we are. Of course AI Dungeon has been trailblazing this for a long time but I just expected to see more widely-recognized success by now from many projects. I take this as a signal that it's hard to make a "good" game using AI generation. If anyone has any suggestions for open-world games with significant amount of AI generation that allows player interaction to significantly affect the in-game universe, I'd be very interested in play-testing them. Can be any genre / style / budget. I just want to see more of what people are accomplishing in this space. My hope is that there will be space for both the current style of game where every aspect is created/designed by a human, as well as for games of various types where the world is given an overall narrative/aesthetic/vision by the creators, but the details are implemented by AI and allows true open-world play where you finally can just walk into any shop and use RAG/etc to allow complete continuity over months/years of play where characters remember your conversations/interactions/actions of you and anyone playing in the same world. I do think there's something of an "end-game" for this where a game is released that has no game at all in it, but rather generates games for each player based on what they want to play that day, and creates them as you play them. But I'd like to imagine that this won't replace other games (even if it does take a bit of the air out of the room), but rather exist alongside games with human-curated experiences.
- everforward 2y agoI think any NPC with dialogue important to a goal (a quest, a tutorial, etc) is going to be hard to use generative AI for. It not only needs to be coherent with the story, but it needs to correctly include certain ideas. I.e. if the NPC gives a quest to go find some item at some location, it needs to say what the item is and where it is. I think we're currently stuck in a local minima where AI isn't up to the task of making a coherent player-interactable world, but an incoherent or fragmented and non-interactable world isn't impressive enough (like No Man's Sky).
- FezzikTheGiant 2y agoI agree on the most part, but I still think some pretty cool games can come up with local LLMs. Suck up for example, though not local afaik, is a pretty cool one.
- phi-go 2y agoThere are a few games that use LLMs and voice, they are usually hilariously janky.
- FezzikTheGiant 2y agoCould you name some?
- imtringued 2y agoThe problem is that you need two GPUs and the AI one can't be from AMD. We aren't 15 years away. More like two or three. NPUs are coming and DDR6 plus quad channel memory would get you decent performance on small LLMs like llama3. You're also forgetting that batch performance is already an order of magnitude better than single session inference.