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By and large I agree, but it doesn’t need to be either/or. Many of the most popular games in the past decade are procedurally generated and have nothing “inten
by robot_jesus 5mo ago
By and large I agree, but it doesn’t need to be either/or.
Many of the most popular games in the past decade are procedurally generated and have nothing “intentionally” placed (apart from tuning/tweaking the balance of the seeding algorithms).
- mccoyb 5mo agoRight, and I wondered how these world models might be use in a careful way (just as agents can be used carefully to accelerate work). Are video game developers using these systems in their workflows? Would love to learn more!
- danielbln 5mo agoWhich game would that be apart from Minecraft?
- robot_jesus 5mo agoNo Man's Sky, Terraria, Dead Cells, to name a few.
- debugnik 5mo agoDead Cells just arranges a few pre-designed rooms together for each stage, doesn't it?
- fredoliveira 5mo agoIf it does do that, it doesn't feel that way. I never found it particularly repetitive.
- debugnik 5mo agoTo be clear, "a few" qualified the chosen rooms that get procedurally connected for each stage. I'm confident the pools of premade rooms are rather large, although I certainly noticed some repetition back when I played.
- fc417fc802 5mo agoDwarf fortress, no man's sky, elite dangerous, ... The combination of "many", "most popular", and "nothing" is overstating it by a wide margin but for example the majority of the vegetation in games as far back as oblivion was procedurally placed.
- rightbyte 5mo agoBattlefield 2 had procedural trees and terrain the year before. I think it more or less came with open world maps?
- accrual 5mo agoA recent example is Megabonk, a rouge-like with procedural levels. Each run is unique but the levels have a consistent theme.
- swiftcoder 5mo ago> have nothing “intentionally” placed (apart from tuning/tweaking the balance of the seeding algorithms). I think you underestimate the intentionality that goes into developing procedural generation. Something like Dwarf Fortress isn't "place objects randomly" - it is layers upon layers of carefully crafted systems that build upon each other to produce specific patterns of outcome
- robot_jesus 5mo agoBy calling it out in my comment, I was trying to not underestimate it. I guess what I'm saying is: Couldn't a world model with targeted training and thoughtfully tuned system prompts be directionally similar to the layered systems to produce specific patterns of outcome?
- avaer 5mo agoI've had good luck with using LLMs to create procedural content engines for my game prototypes. So the distinction between AI and procedural might get even blurrier.