I’m actually in the process of trying to get this setup to try myself. Wish me luck!
Comment on Square Enix’s president says it will be ‘aggressive in applying’ AI
pennomi@lemmy.world 10 months agoI doubt it. AI is actually useful for games. I’d love a Skyrim where there were infinite unique npcs who don’t repeat dialog on a loop.
ObsidianZed@lemmy.world 10 months ago
Kbin_space_program@kbin.social 10 months ago
There are already mods that add voices to mod-scripted lines for Skyrim and Fallout 4. As well as a joke mod where the author took all of the recorded voice lines for Deep Rock Galactic(DRG), ran them through AI translators 40 times, then had an AI record the end result using the intonation and inflection of the characters in DRG.
However, the quotes from MS in the article provide an insight into their plans.
- Replace all localization teams.
- Replace all QA teams with AI that just run the level infinitely.
Interestingly, both of those show a fundamental lack of understanding of what a LLM can do. Yes it can do basic translation, but it fails on context in translations. E.g:
The French translation "you are a fool" can be "tu es un imbecile" but can also be "vous etes un imbecile" depending on the relationship context of the people talking.And asking AI to replace QA entirely.. oof, I guess I know to avoid MS games at launch from now on. Will be a lot of bugs.
funkless_eck@sh.itjust.works 10 months ago
In that specific context - of generating idle chit chat, sure. But is it ever going to be capable of generating the crucifixion quest from CP77, or Guild quests from Skyrim or the Festers Blue Star Bottlecaps from FONV?
or is it going to be more A New Settlement Needs Your Help from FO4, or Dunk the Shape / Kill X Enemy Ys from Destiny 2? which, yknow, we already have.
Generating idle text does not a great game make. Especially when you could just write it better.
And that’s not to mention the impact on the VO actor - who is unlikely to want to sell the IP to their voice
Adalast@lemmy.world 10 months ago
I am actually working on something for the quest generation problem. It is still in the experimental phases, so who knows if it will bear fruit, but don’t sell the concept short.
funkless_eck@sh.itjust.works 10 months ago
I remain politely skeptical. I’m not the least technical person- but also not a dev - but this AI has to create multiple NPCs that say sensical things, in a narrative form, in a reachable location, in a playable architecture and geography, using themed assets, realistic and not over-/under- powered rewards… draw, plot and arrange said assets, actors, cues, generate speech-to-text and assign the correct asset to the correct cue/trigger — all of which seem to me to be beyond the reach of AI/ML models at the current point in time, or else subject to multi-hour loading and generation times.
Then there’s the issue of if you’re generating assets for the engine, and it needs a filesystem to store those assets, is it not incredibly easy to create massive security holes? An attacker looks at the program, see it generates and FBX or OBJ and can use that as a security hole to inject malicious code.
Also, doesn’t engines like Unity, Godot, need to compile these assets and process them? It’s beyond my technical knowledge but you can’t edit game assets on the fly, right? Like I can just open up MYGUN.TEXTURE and paint it blue and now I have a blue gun without closing the game, right? How do you work around that?
Adalast@lemmy.world 10 months ago
On your first point, no, an individual AI is not, and never will be, capable of doing all of those things. What is will be is an analog to how the human brain works. You don’t see, hear, move, and process the words of a conversation you have while walking down the street with a friend using the same pieces of the brain. The occipital lobe, auditory and locomotive sections of the somatosensory cortex, and language center of the prefrontal lobe handle the parts independently of each other, then the information is brought together and presented to your conscious mind. An AI-driven questing system would have multiple specialized AIs that worked together to generate it. So a model which analyzes the current state of the player to determine valid reward thresholds and quest objective difficulties, another one which maps the current world lore to make sure that the quest fits into the world state, another which fills in all of the dialog based on NPC background variables, then a final AI which is trained to look at the outputs of the others to resolve conflicts. Finally, an AI voice synthesis can round out the experience for players. All of those can run in parallel and can use quite a few metrics from player interaction as feedback for refining the training.
To your second point, most of the aspects of a quest are rather small and can be stored in memory. The rewards can get interesting. If they are a world object, procedural modeling can go a long way to making it so asset generation is not necessary. If it is perks or traits of some variety, this could be something generational which uses keyword detailing to create the parameters for the trait. Generation and storage of details and items are not really much of an issue.
As for the engine questions, all of them can process geometry, textures, and text from memory or new files on disk. If something needs to be compiled, then it can be compiled on the fly. Again, individual assets are pretty lightweight and would not require a lot of processessing.
Another speed-up would be to pregenerate details of the quests rather than attempting to do it all using a just-in-time implementation. The game could generate the parameters for the world for NPC’s in town when you load in, starting with the ones closest to the player position and progressively iterating over them in the direction of travel. All you need to do is have details ready for the “chat bot” portion of the interaction by the time the player is capable of reaching any given NPC. These are the boundaries of what is possible so not as heavy as generating the whole thing. Then the rest can be filled in while the player talks with them.
The biggest issue I see is continuity error hardening. Making sure that all of the NPC’s worlds are consistent with each other and nobody makes changes that break the world for other NPC’s. That is specifically what I am trying to work on.
Mako_Bunny@lemmy.blahaj.zone 10 months ago
You can change assets on the fly, yeah. Usually with stuff like making a gun blue you’d just load another texture and apply it to the material. It really depends on what the game is designed to do. For example a game where all the lighting is baked would have issues if certain parts of the level were changed in real time because you’d need to rebake the lighting (or add some dynamic lights specifically for certain objects)
Stuff like creating a quest in real time to the extent of hand crafted quests doesn’t sound like it’s quite there yet but there doesn’t seem to be a technical limitation there other than what AI can do and how to refine it to do that in an interesting way. You never know but it still feels a bit early considering how little has been done so far.
pennomi@lemmy.world 10 months ago
Will it ever be capable of that? Most certainly yes.
But we won’t ever get there if nobody does the first step.