AncientOrigin
Member
Sure why not.Especially if it’s a game like Diablo with lots of enemies loot different roads cavs to explore.
Hell yeah. Hook yourself up to a biofeedback machine that tracks your reaction to the game, and the game paces according to your physiological ups and downs.An AI (like those conversaton engines) is made out of experiences of people typing into it and learning right? By that logic, once it gets advanced enough, it should also know how to give the unexpected answer. That means that, eventually, an AI would understand how to give twists you don't see coming, and both complexity or nuance to a given story point.
A legit, near sci-fi level AI would make the best games of all time, and it wouldn't take 5-7 fucking YEARS to do it like some of these devs. Hell ya, I'd take an AI for my games. Give them Silent Hill. Twists, symbolism, depth and all. They're probably the only ones who could meet my expectations at this point tbh.
God, the more I think about this, the cooler it is. Take a horror game for example. You would anticipate the scares, so your heart rate would go up, but the game knows that the most intense response (which it's trying to achieve) comes from surprising you when you least expect it, so the scare doesn't come just then. But you also know the AI is doing this, so you keep thinking, "I'll stay alert. That way it can't get the better of me." But no one can do that forever. PRECISELY when you let your guard down is when it attacksHell yeah. Hook yourself up to a biofeedback machine that tracks your reaction to the game, and the game paces according to your physiological ups and downs.
Valve did this for Half life 2 testing way back when, I believe, but in this case it could be individualized and immediately reactive
https://openai.com/blog/openai-codex/ its in the beginning stagesLooking at a zillion tagged pictures and using that to generate a new picture based on a prompt is pretty amazing.
Writing software that works and does what you want it to do…. That is like orders of magnitude more complex. I’ll believe it when I see it.
When/if we ever reach that point, pretty much all human cognitive work will be obsolete and nobody will pay you shit to write software anyway.
its still making images, by getting prompts from human beings, its not making anything on its own.Naw man, there are things an AI should not be allowed to make, like art.
Spoiler: Games are art.
This is cool, but there is a huge difference between some simple html/JavaScript game that’s like someone’s CS project, vs a massive project with many different interacting components, abstraction layers, complex or ambiguous requirements that need to be elaborated, debugging, unit testing, integration testing, regression testing….https://openai.com/blog/openai-codex/ its in the beginning stages
I’m not a game dev myself but I wonder how much if this is already being done. Using procedural generation to rapidly produce a bunch of assets.AI will eventually be able to help with gigantic titles.
the manpower needed to create complex maps that are the size of a small city is astronomical. simply creating a town with a population of 20k would be almost impossible today.
and by that I mean the full and complete town with fully modelled houses and apartments that are all traversable.
with an advanced AI that learned how a house has to be built and how furniture is usually placed, or where people leave random everyday objects lying around, you could realise a realistic feeling and looking town without any artificial boundaries to hide the fact that most of it is just the exterior with nothing inside.
now imagine an actual city, a metropolis the size of an actual big city. that would be literally impossible for any human dev team to create as a fully realised virtual space... but if they only have to create certain important spots and the general layout of the city, and then let an AI fill the gaps... now you got the potential for a groundbreaking game.
and with modern data streaming tech and storage space available, I think the limiting factor for such a game is not the actual hardware anymore at all. it's the human factor that limits the scope of games these days.
I’m not a game dev myself but I wonder how much if this is already being done. Using procedural generation to rapidly produce a bunch of assets.
I remember for Oblivion, Bethesda talked about using some software that simulated the way forests formed to help build the game’s terrain. Doesn’t seem like much of s stretch to do something like that in real time nowadays