This generalises very well for all Government. Shame we're a couple of generations into education being about producing pliant workers over independent, thinking human beings.
Dead Comment
This generalises very well for all Government. Shame we're a couple of generations into education being about producing pliant workers over independent, thinking human beings.
Dead Comment
Is Claude really "learning new skills" when you feed it a book, or does it present it like that because you're prompting encourages that sort of response-behavior. I feel like it has to demo Claude with the new skills and Claude without.
Maybe I'm a curmudgeon but most of these types of blogs feel like marketing pieces with the important bit is that so much is left unsaid and not shown, that it comes off like a kid trying to hype up their own work without the benefit of nuance or depth.
Who cares of people use AI generated porn instead of cam girls, I am against pornography generally but if anything lessening demand for actual people in the industry seems like a positive. People will get unhealthily attached to pornography but that's something that happens now anyway, it not actually being a person again seems better of two bad options.
Dead Comment
That being said, it took us a few hundred years all in all just to work out paint, so if people keep working with this tech eventually a game designer could, in theory, lay out the skeleton of a game and tell an AI to do the rest, give it pointers and occasional original art to work into the system, and ship a completed playable game in days.
Whether it will be worth playing those games is an entirely different enchilada to microwave.
Like with that tech what kind of games would say random solo developers plugging at it and refining it be able to make in 4 years, that is the extremely compelling stuff. One person being able to make some auteur AAA quality game on their own, even if it takes a long time that might actually be good. If there are AI games those are the ones I'd want to play.
Dunno, this seems like an avenue definitely worth exploring.
Plenty of game applications today already have a render path of input -> pass through AI model -> final image. That's what the AI-based scaling and frame interpolation features like DLSS and FSR are.
In those cases, you have a very high-fidelity input doing most of the heavy lifting, and the AI pass filling in gaps.
Experiments like the OP's are about moving that boundary and "prompting" with a lower-fidelity input and having the model do more.
Depending on how well you can tune and steer the model, and where you place the boundary line, this might well be a compelling and efficient compute path for some applications, especially as HW acceleration for model workloads improves.
No doubt we will see games do variations of this theme, just like games have thoroughly explored other technology to generate assets from lower-fidelity seeds, e.g. classical proc gen. This is all super in the wheelhouse of game development.
Some kind of AI-first demoscene would be a pretty cool thing too. What's a trained model if not another fancy compressor?
And no if you heavily visually modify something with AI models to the extent it significantly alters the appearance it simply has no way of being consistent unless you include the previously generated thing somehow which then has the huge problem of how do you maintain that over an 80 hour game? How do you inform the AI what visual elements (say text, interactive elements) are significant and can be modified and which can't? (You can't)
Actually using AI to generate assets, having a person go in to make sure they look good together and make sure they match then just saving them as textures so they function like normal game assets makes 10000x more sense then generating a user image then trying to extract "hey what did the wrapper of this candy bar look like" from one ai generated image and figuring out how to make sure that is consistent across that type of candy bar in the world and maintains that consistency throughout the entire game, instead of just you know, generating a texture of a candybar?
Here’s a video from a rando on Reddit conveniently posted today after playing around for an afternoon: https://www.reddit.com/r/aivideo/comments/1n1piz4/enjoy_nano...
The Nvidia team carefully selected a scene to be feasible for their tech. The rando happened to select a similar-ish scene that is largely well suited for game tech.
Which scene looks more realistic? The rando’s by far. And, adding stylization is some AIs are very well established as being excellent at.
Yes, there are still lots of issues to overcome. But, I find the negativity in so many comments in here to be highly imbalanced.
The same applies to design. Most of the time, you get something that "doesn't suck", which is perfectly fine for projects where using a designer isn't worth it, like internal corporate pages. But consumer-facing pages require nuance to understand the client and their branding (which clients often struggle to articulate themselves), and that's not something current models can capture.