• flavia@lemmy.blahaj.zone
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    3 months ago

    Oh god is this the first time we have to sneer at a 404 article? Let’s hope it will be the last.

    It’s running at frames per second, not seconds per frame. so it’s not too energy intensive compared with the generative versions.

    it’s interesting that the only real “hallucination” I can see in the video pops up when the player shoots an enemy, which results in some blurry feedback animations

    Ah yes, issues appear when shooting an enemy, in a shooter game. Definitely not proof that the technology falls apart when it’s made to do the thing that it was created to do.

    e: The demos made me motion sick. Random blobs of colour appearing at random and floor textures shifting around aren’t hallucinations?

    • self@awful.systems
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      3 months ago

      yeah, this is weirdly sneerable for a 404 article, and I hope this isn’t an early sign they’ve enshittifying. let’s do what they should have and take a critical look at, ah, GameNGen, a name for their research they surely won’t regret

      Diffusion Models Are Real-Time Game Engines

      wow! it’s a shame that creating this model involved plagiarizing every bit of recorded doom footage that’s ever existed, exploited an uncounted number of laborers from the global south for RLHF, and burned an amount of rainforest in energy that also won’t be counted. but fuck it, sometimes I shop at Walmart so I can’t throw stones and this sounds cool, so let’s grab the source and see how it works!

      just kidding, this thing’s hosted on github but there’s no source. it’s just a static marketing page, a selection of videos, and a link to their paper on arXiv, which comes in at a positively ultralight 10 LaTeX-formatted letter-sized pages when you ignore the many unhelpful screenshots and graphs they included

      so we can’t play with it, but it’s a model implementing a game engine, right? so the evaluation strategy given in the paper has to involve the innovative input mechanism they’ve discovered that enables the model to simulate a gameplay loop (and therefore a game engine), right? surely that’s what convinced a pool of observers with more-than-random-chance certainty that the model was accurately simulating doom?

      Human Evaluation. As another measurement of simulation quality, we provided 10 human raters with 130 random short clips (of lengths 1.6 seconds and 3.2 seconds) of our simulation side by side with the real game. The raters were tasked with recognizing the real game (see Figure 14 in Appendix A.6). The raters only choose the actual game over the simulation in 58% or 60% of the time (for the 1.6 seconds and 3.2 seconds clips, respectively).

      of course not. nowhere in this paper is their supposed innovation in input actually evaluated — at no point is this work treated experimentally like a real-time game engine. also, and you pointed this out already — were the human raters drunk? (honestly, I couldn’t blame them — I wouldn’t give a shit either if my mturk was “which of these 1.6 second clips is doom”) the fucking thing doesn’t even simulate doom’s main gameplay loop right; dead possessed marines just turn to a blurry mess, health and armor don’t make sense in any but the loosest sense, it doesn’t seem to think imps exist at all but does randomly place their fireballs where they should be, and sometimes the geometry it’s simulating just casually turns into a visual paradox. chances are this experimental setup was tuned for the result they wanted — they managed to trick 40% of a group of people who absolutely don’t give a fuck that the incredibly short video clip they were looking at was probably a video game. amazing!

      if we ever get our hands on the code for this thing, I’m gonna make a prediction: it barely listens to input, if at all. the video clips they’ve released on their site and YouTube are the most coherent this thing gets, and it instantly falls apart the instant you do anything that wasn’t in its training set (aka, the instant you use this real-time game engine to play a game and do something unremarkably weird, like try to ram yourself through a wall)

      • arbitraryidentifier@awful.systems
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        3 months ago

        Where’s the part where they have people play with the game engine? Isn’t that what they supposedly are running, a game engine? Sounds like what they really managed to do was recreate the video of someone playing Doom which is yawn.

      • blakestacey@awful.systems
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        3 months ago

        were the human raters drunk? (honestly, I couldn’t blame them — I wouldn’t give a shit either if my mturk was “which of these 1.6 second clips is doom”)

        “I’unno, I’m fuckin’ wasted and guessin’ at random.”

        “So, your P(doom) is 50%.”

      • flavia@lemmy.blahaj.zone
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        3 months ago

        The paper is so bad…

        the agent’s policy π … the environment ε

        What is up with AI papers using fancy symbols to notate abstract concepts when there isn’t a single other instance of the concept to be referred to

        They offer a bunch of tables with numbers in a metric that isn’t explained, showing that they are exactly the same for “random” and “agent” policy, in other words, inputs don’t actually matter! And they say they want to use these metrics for training future versions. Good luck.

        For the sample size they are using 60% seems like a statistically significant rate, and they only tested at most 3 seconds after real gameplay footage.

        Sidenote: Auto-regressive models for much shorter periods are really useful for when audio is cutting out. Those use really simple math, they aren’t burning any rainforests

        I’m willing to retract my statement that these guys don’t have any ulterior motives.

        • Sailor Sega Saturn@awful.systems
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          3 months ago

          The paper starts with a weirdly bad definition of “computer game” too. It almost makes me think that (gasp) the paper was written by non-gamers.

          Computer games are manually crafted software systems centered around the following game loop: (1) gather user inputs, (2) update the game state, and (3) render it to screen pixels. This game loop, running at high frame rates, creates the illusion of an interactive virtual world for the player.

          No rendering: Myst

          No frame rate: Zork

          No pixels: Asteroids

          No virtual world: Wordle

          No screen: Soundvoyager, Audio Defense (well these examples have a vestigial screen, but they supposedly don’t really need it)

            • self@awful.systems
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              3 months ago

              things that are games:

              • the control circuitry for a $1 solar-powered calculator
              • my car
              • X11

              things that aren’t games:

              • pinball, unless it has an electronic score display
              • Quake-style dedicated servers
              • rogue (nethack)
              • bitofhope@awful.systems
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                3 months ago

                More computer games:

                • web browsers
                • stock market trackers
                • election watch

                More computer non-games:

                • hangman on a paper teletype
                • ARGs
                • anything on the Vectrex