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Giga nerds port DOOM to run on stable diffusion, hallucinates 20 FPS based on user input. :doomdad: :marseydoomguy1:

This is video of someone playing it. It's 100% generated images @ 20 FPS with only a 3-second "memory" of the previous frames and user input which is enough to infer literally everything else for long periods of gameplay. There is no polygons or rendering going on, it's literally making shit up as it goes along based on the model's neural network training or some shit blah blah blah
Article w/more videos:
https://gamengen.github.io/
Diffusion Models Are Real-Time Game Engines

Full PDF Paper:

https://arxiv.org/pdf/2408.14837

ABSTRACT:

We present GameNGen, the first game engine powered entirely by a neural model that enables real-time interaction with a complex environment over long trajectories at high quality. GameNGen can interactively simulate the classic game DOOM at over 20 frames per second on a single TPU. Next frame prediction achieves a PSNR of 29.4, comparable to lossy JPEG compression. Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation. GameNGen is trained in two phases: (1) an RL-agent learns to play the game and the training sessions are recorded, and (2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions. Conditioning augmentations enable stable auto-regressive generation over long trajectories.

(...)

https://i.rdrama.net/images/1724859064997468.webp

Summary. We introduced GameNGen, and demonstrated that high-quality real-time game play at 20 frames per second is possible on a neural model. We also provided a recipe for converting an interactive piece of software such as a computer game into a neural model.

Limitations. GameNGen suffers from a limited amount of memory. The model only has access to a little over 3 seconds of history, so it's remarkable that much of the game logic is persisted for drastically longer time horizons. While some of the game state is persisted through screen pixels (e.g. ammo and health tallies, available weapons, etc.), the model likely learns strong heuristics that allow meaningful generalizations. For example, from the rendered view the model learns to infer the player's location, and from the ammo and health tallies, the model might infer whether the player has already been through an area and defeated the enemies there. That said, it's easy to create situations where this context length is not enough. Continuing to increase the context size with our existing architecture yields only marginal benefits (Section 5.2.1), and the model's short context length remains an important limitation. The second important limitation are the remaining differences between the agent's behavior and those of human players. For example, our agent, even at the end of training, still does not explore all of the game's locations and interactions, leading to erroneous behavior in those cases.

!oldstrags !g*mers @pizzashill

In AI Nvidia future, game plays you :marseycool:

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Can't wait for 5 years from now when every single game looks like this and every voice actor has monotone awkwardly-delivered lines

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They're already beating the monotone with smarter implementations, five years from now it'll be indistinguishable

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This is something I don't get about downplayers. Is it that unreasonable to believe that current results are the worst that it's going to be, and that it will probably improve far from the average of today?

It's not going to cure cancer but this shit is wild

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It's unreasonable to believe that anything develops exponentially. You're seeing the easy early achievements and for some reason extrapolating even easier further gains, which is nonsense. Everything is on a sigmoid curve, not an exponential one.

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>It's not going to cure cancer but this shit is wild

Funny you mention that

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9955430/

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Frfr I get some skepticism about AI but thinking they can't achieve realistic voices soon is :#marseyemojilaugh:

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They're already good enough for NPC voicelines. Yes milord? Ready to work.

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Ai is 100% the future of npc dialog. We might finaly be able to get npcs that actually react to whats happening instead of repeating the same 10 voicelines

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AI NPC dialogue has the potential to be really cool. Imagine being able to neg a shopkeeper into selling at a lower price, or something

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The first publisher with a game that does this will patent it and freeze progress for 20 years.

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They already have been experimenting with it in smaller games and nexon talked about trying to implement it for Blue archive.

I still think it's hilarious that character ai is basically the only ai company in the green (well that and the ones where the ai is just phillipinos and Indians)

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>he doesn't know

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Or simply react to your actions that they saw you doing. Like it's funny summoning lightning in front of one dude and their dialogue is "shucks, nothing's going on in this town amirite", but imagine they go "dayum boi, what the frick was that"

I will drop my jaw when you can just set 'this npc is backwards hillbilly archetype' and have them generate a generic appropriate response to what they see you doing in game

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I think the hardest part will be getting the AI to not reference anything from real life. Imagine you're playing a fantasy game and an npc just goes "THAT DRIPPS HARDER THAN KANYE AT THE R*PESSIEUM!"

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"Trump has my whole village's vote!" - Skyrim :marseydovahkiin: nord.

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what

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Maybe to generate a set of outputs, but I don't think it'll ever be fully dynamic and open-ended, if for no other reason than liability. Imagine the Hot Coffee mod controvery, but with prompts instead.

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Maybe one day we'll get AAA games that aren't completely cucked. I want npcs that call me slurs when I hit them

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Zug zug

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dabu!

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Tasta my brade!

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Wololo wololo

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Rare marsey

:#marseynew:

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Not for long :#marseyemojilaugh:

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They're already beating voice actors, very distinguishable and better.

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This is a bit of a cope, 5 years ago generative ai images were smudgy shadows that kind of looked like the prompt if you knew what the prompt was, now you can generate photorealistic porn of real people and eldritch abominations that can fool grandma in your consumer grade PC.

We are already getting cartoon characters singing meme songs that sound very convincingly as the voice actors, in 5 years generative ai voice is going to be indistinguishable from a real voice actor to general audiences.

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5 years ago generative ai images were smudgy shadows that kind of looked like the prompt if you knew what the prompt was

Post some early-AI kino for us? :marseyjam: I kinda miss it

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Not super early but from when it was just starting to become impressive

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8 years ago, this guy is actually a good editor too, most ai stuff from the time is less cool than this.

notice its all weird dogs over and over again, thats how a lot of ai image gen was at the time.

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The dweams of a nyewbworn cwomputer gwod

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Ah deep dream, that was good shit

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Already happening :marseyhappening:

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So sad the artist was put on this shit instead of using that epic comic book style to make another Freedom Force game.

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:#marseypoggers: THE FUTURE IS HERE

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Ill take a dropped in fps to make voice actor seethe.

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monotone awkwardly-delivered lines

Thatäs been anime for 20 years now

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