4 ms·
Not an expert, but I think procedurally generated terrain is generally fractal in nature, and is reproducible in that sense from a seed that is used in the gene
by roboboffin 2y ago
Not an expert, but I think procedurally generated terrain is generally fractal in nature, and is reproducible in that sense from a seed that is used in the generation. It is therefore recursive, as fractals are recursive.
A traditional neural network is a universal function approximator, however it is not recursive in nature, unless it is some sort of RNN. The transformer architecture, which this seems fairly similar to this one, is also not recursive in nature; although I believe, limited recursion can come about through CoT.
Therefore, I don't believe this could match the reproducibility, in an infinite sense, of a traditional procedural generator.
- jrvieira 2y ago"Fractals are not self-similar" https://m.youtube.com/watch?v=gB9n2gHsHN4 https://m.youtube.com/watch?v=gB9n2gHsHN4 If you want to learn more about the fascinating world of fractals.
- falcor84 2y agoThe parent comment didn't mention self-similarity; did you maybe intend to reply to another comment?
- jerf 2y agoProcedurally generated terrain is whatever it wants to be. It isn't necessary for it to be fractal in any particular sense. Or even arguably all that useful, at least at the present time.
- astrobe_ 2y agoLuanti [1] (Minetest) has a fractal map generator ("mapgen"). You can test it for yourself. It's funny at first but becomes eventually boring. Its other mapgens massively some kind of Perlin noise in various ways, so that you can have "realistic" landscapes (e.g. the Carpethian mapgen) or landscapes with impossible mountains and floating rocks sometimes (e.g. the V7 mapgen) that are good for fantasy/sci-fi worlds. Noise is a pretty efficient way to fake complexity, and it's not a coincidence [2]. [1] https://www.luanti.org/ https://www.luanti.org/ [2] https://en.wikipedia.org/wiki/Kolmogorov_complexity https://en.wikipedia.org/wiki/Kolmogorov_complexity