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I don't see how you design and ship a game like this. You can't design a game by setting model weights directly. I do see how you might clone a game, eventually
by robotresearcher 2y ago
I don't see how you design and ship a game like this. You can't design a game by setting model weights directly. I do see how you might clone a game, eventually without all the missing things like object permanence and other long-term state. But the inference engine is probably more expensive to run than the game engine it (somewhat) emulates.
What is this tech useful for? Genuine question from a long-time AI person.
- naed90 2y agoYep! Which is why a key point for our next models is to get to a state that you can "code" a new world using "prompting". I agree that these tools become insanely useful only once there is a very good way for creators to "develop" new worlds/games on top of these systems and then users could interact with those worlds. At the end of the day, it should provide the same "API" as a game engine does: creators develop worlds, users interact with those worlds. The nice thing is that if AI can actually fill this role, then it would be: 1. Potentially much easier to create worlds/games (you could just "talk" to the AI -- "add a flying pink elephant here") 2. Users could interact with a world that could change to fit each game session -- this is truly infinite worlds Last point: are we there yet? Ofc not! Oasis v1 is a first POC. Wait just a bit more for v2 ;)
- andoando 2y agoI suppose you could potentially take a movie like avatar and create a somewhat interactive experience with it?
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- notfed 2y agoObviously this tool is not going to generate a "ship"pable game for you. AI is a long way off from that. As for "design", I don't find it very hard to see how incredibly useful being able to rapidly prototype a game would be, even if it requires massive GPU usage. And papers like these are only stepping stones to getting there.
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- robotresearcher 2y ago> being able to rapidly prototype a game would be I don't see how this does that, or is a step towards that. Help me see it?
- kixpanganiban 2y agoRight now it looks like Oasis is only trained on Minecraft. Imagine if it was trained in thousands of hours of other games as well, of different genres and styles. Ostensibly, a game designer can then just "prompt" a new game concept they want to experiment with, and Oasis can dream it into a playable game. For example, "an isometric top-down shooter, with Maniac mechanics, and Valheim graphics and worldcrafting, set in an ancient Nordic country" And then the game studio will start building the actual game based on some final iteration of the concept prompt. A similar workflow already to concept art being "seeded" through Midjourney/SD/flux today.
- robotresearcher 2y agoThanks! That’s such an ambitious endgame that it didn’t occur to me.
- sangnoir 2y agoI found the visual artifacts annoying. I wonder if anyone has trained models on pre-rasterizarion game engine output like meshes/material, camera or even just the raw OpenGL calls. An AI that generates inputs to an actual renderer/engine will solve visual fidelity
- reissbaker 2y agoI think it's an interesting tech demo. You're right that as-is it's not useful. Here are some long-term things I could imagine: 1. Scale it up so that it has a longer context length than a single frame. If it could observe the last million frames, for example, that would allow significantly more temporal consistency. 2. RAG-style approaches. Generate a simple room-by-room level map (basically just empty bounding boxes), and allow the model to read the map as part of its input rather than simply looking at frames. And when your character is in a bounding box the model has generated before, give N frames of that generation as context for the current frame generation (perhaps specifically the frames with the same camera direction, even, or the closest to that camera direction). That would probably result in near-perfect temporal consistency even over very long generations and timeframes, assuming the frame context length was long enough. 3. Train on larger numbers of games, and text modalities, so that you can describe a desired game and get something similar to your description (instead of needing to train on a zillion Minecraft runs just to get... Minecraft.) That being said I think in the near-term it'll be much more fruitful to generate game assets and put them in a traditional game engine — or generate assets, and have an LLM generate code to place them in an engine — rather than trying to end-to-end go from keyboard+mouse input to video frames without anything structured in between. Eventually the end-to-end model will probably win unless scaling limits get hit, as per the Bitter Lesson [1], but that's a long eventually, and TBH at that scale there really may just be fundamental scaling issues compared to assets+code approaches. It's still pretty cool though! And seems useful from a research perspective to show what can already be done at the current scale. And there's no guarantee the scaling limits will exist such that this will be impossible; betting against scaling LLMs during the gpt-2 era would've been a bad bet. Games in particular are very nice to train against, since you have easy access to near-infinite ground truth data, synthetically, since you can just run the game on a computer. I think you could also probably do some very clever things to get better-than-an-engine results by training on real-life video as well, with faked keyboard/mouse inputs, such that eventually you'd just be better both in terms of graphics and physics than a game engine could ever hope to be. 1: http://www.incompleteideas.net/IncIdeas/BitterLesson.html http://www.incompleteideas.net/IncIdeas/BitterLesson.html
- stale2002 2y ago> I don't see how you design and ship a game like this. You can't design a game by setting model weights directly. I do see how you might clone a game Easy. You do the same thing that we did with AI images, except with video game world models. IE, you combine together multiple of them, and taking bits and pieces of each game "world model", but put together, is almost like creating an entirely new game. > eventually without all the missing things like object permanence and other long-term state. Well, just add in those other things with a much smaller set of variables. You are already sending in the whole previous frame, plus user input into the weights. I see no reason why you couldn't send in a simplified game state as well.