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Generative AI and the Future of Gaming

Sora truck

If you are into game development, and enjoy talking about what the future holds for gaming in this AI revolution, this post is for you.

 

After seeing what the Sora video generator could do, It made me think of what will happen when that sort of algorithm becomes real-time.

 

The other day, I told ChatGPT that I should be able to make a game engine with no 3D rendering, purely driven by generative AI.

 

Here is the response it gave to me, which I thought was very interesting, and touched on a lot of valid points:

-- begin ChatGPT transcript ---

It’s definitely an exciting and ambitious idea to create a game engine that exclusively uses generative AI instead of traditional 3D rendering! While it would be groundbreaking, it requires significant advancements in AI, rendering, and hardware. Let’s break down how you could approach this, the challenges involved, and potential pathways to making this a reality.

1. Conceptual Overview

The game engine you envision would use generative AI models to generate every visual aspect of the game world in real-time, bypassing traditional 3D geometry. Instead of polygons, textures, and shaders, this AI-powered engine would use neural networks or diffusion models to dynamically create scenes, objects, and animations.

Key aspects would include:

  • Neural scene generation: AI models generate the game world from high-level abstract representations (like game logic or player input), rather than rendering polygons.
  • AI-driven characters and objects: Instead of pre-modeled 3D characters, the AI generates character visuals and animations dynamically.
  • Adaptive environments: Environments are generated and transformed on-the-fly, based on gameplay, interactions, or narrative progression.

2. Core Components of an AI-Based Game Engine

Here are the key components you’d need to build such an engine:

a. Neural Rendering Engine

  • Neural Radiance Fields (NeRFs) or Voxel-based AI could be the basis of your rendering engine. NeRFs, for example, are trained on views of a scene and can reconstruct highly detailed 3D environments from a neural network rather than polygons.
  • Alternatively, you could explore Generative Adversarial Networks (GANs) or Diffusion Models to generate frames directly based on a high-level description of the scene.

b. Procedural Content Generation via AI

  • Use language models or text-to-image models (like DALL·E, MidJourney, or Stable Diffusion) to generate game assets (characters, terrain, objects) based on in-game logic or player input.
  • Instead of pre-built worlds, AI could dynamically create environments that adapt to player actions.

c. AI-Generated Animations

  • Current AI models like DeepMind’s AlphaZero or OpenAI’s Jukebox could be adapted to create procedural animations for characters or objects.
  • You’d want to explore AI-driven physics that generate plausible physical interactions between objects based on learned data, instead of using predefined physics systems.

d. Dynamic Narratives and Storytelling

  • Utilize large language models (LLMs) like GPT to dynamically generate narrative content, dialogue, and branching storylines in real-time.
  • These models can be combined with player interactions to evolve the game story without needing pre-written scripts.

e. AI-Driven Audio

  • Tools like Jukedeck or AIVA could generate music and soundscapes based on gameplay, creating dynamic, adaptive audio environments.

3. Challenges & Solutions

Here are some challenges and ways you might address them:

a. Real-Time Performance

  • One of the major challenges is generating complex AI-driven environments in real time. Generative AI models, like NeRFs and GANs, are still computationally expensive to run at real-time speeds, especially for complex scenes.

    Potential Solution: Optimizing inference times, using low-latency AI models, and harnessing future hardware advancements (e.g., AI-dedicated GPUs like NVIDIA’s Tensor cores). You might also use a hybrid approach, where only certain aspects are generated in real-time while others are pre-trained or cached.

b. Memory and Storage Efficiency

  • AI models need to store vast amounts of data to represent all possible variations in-game assets and scenes. Neural networks tend to have significant memory footprints, and generating environments from scratch each time could be resource-intensive.

    Potential Solution: Use compressed AI models and memory-efficient architectures. Neural networks can be optimized for specific tasks, using techniques like quantization or distillation to reduce model size and inference time. Streaming environments (loading/unloading parts of the world dynamically) can also mitigate memory usage.

c. Controlling Output Quality

  • With traditional rendering, developers have tight control over the quality and appearance of assets. AI models can be unpredictable, and generating consistent, high-quality outputs that align with a particular style could be difficult.

    Potential Solution: Implement style-transfer models that constrain the outputs to a specific artistic style. Fine-tune generative models to maintain coherence across assets and game scenes, ensuring that AI-generated content meets the artistic vision of the game.

d. Player Interaction with Dynamic AI Content

  • Ensuring player interactions with AI-generated environments feel natural and consistent is challenging. If the world is too dynamic or shifts unpredictably due to AI, it might break immersion or frustrate players.

    Potential Solution: Introduce AI-driven rules and constraints. While the environment and assets are generated by AI, high-level game logic can impose boundaries to ensure that player interactions remain meaningful and consistent.

4. Technology and Tools to Explore

To build your AI-based game engine, here are some technologies and frameworks to consider:

  • OpenAI’s CLIP: For text-to-image synthesis and creating game assets from natural language descriptions.
  • Stable Diffusion/DALL·E: For generating 2D or 3D assets directly from prompts.
  • DeepMind’s AlphaZero: Adapt the principles of reinforcement learning for real-time decision-making and scene adjustments based on gameplay.
  • NeRF (Neural Radiance Fields): A technology that can render 3D objects and scenes by learning from 2D images. This could serve as a foundation for real-time neural rendering.
  • Unreal Engine’s MetaHuman: You could leverage AI techniques behind MetaHuman to build AI-driven characters, but extend it to fully dynamic character creation using AI.

5. Prototype Roadmap

Here’s a suggested roadmap to prototype your generative AI-based game engine:

  1. Proof of Concept (3-6 months)

    • Start by integrating AI models (e.g., GANs, Diffusion models) to generate simple 2D or 3D assets like textures, terrain, or simple objects.
    • Develop a small test environment where AI models generate rooms or spaces procedurally in response to high-level inputs.
  2. Dynamic Environment Generation (6-12 months)

    • Expand on this concept by incorporating AI models like NeRFs for scene generation. This step will involve creating larger environments that can dynamically evolve based on game logic or player behavior.
  3. Real-Time Rendering & Interaction (12-18 months)

    • Focus on optimizing the inference times of your AI models to meet real-time rendering needs. Use specialized hardware (e.g., AI accelerators) to improve performance.
    • Begin integrating real-time player interaction with dynamic environments, where AI adjusts the world on the fly based on gameplay.
  4. Full Engine Prototype (18-24 months)

    • Develop a fully functioning prototype that handles both visuals and gameplay logic through AI. This could include dynamic level generation, AI-generated characters, and player-driven narratives.

Conclusion

Creating a game engine that uses generative AI instead of traditional 3D rendering is a bold and innovative idea that has the potential to redefine how games are made and experienced. While the technology isn’t fully mature yet for real-time, large-scale games, it’s getting closer with breakthroughs in neural rendering and generative models.

With the right roadmap, tools, and optimization strategies, you could pioneer an entirely new form of interactive entertainment that is fully AI-driven. Let me know if you need help exploring a particular tool or concept as you move forward with your vision!

--- endChatGPT transcript ---						

Some of my notes from this:

  • I am not sure why it recommended NERFs, Voxels, and MetaHuman, since I specifically asked for no 3D geometry. The GAN or Diffusion approach is more what I was going for.
  • I know real-time is not here…YET. But we all know it will be eventually. That’s how computing evolves.
  • I like the idea of AI generated music score, because it could be evolving the mood based on the threat-level in the game and would not be as repetitive as some game scores can be.
  • You could stream the video output from a cloud service, such that each player would not need an enormous beast of a machine.
  • Since great games start with great stories, we need a way to keep the characters and story arcs on track, so the story remains in control of the game creator, and hallucinations don’t take over and stray from the intended canon.
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Blog Music

Darkness and Light

I finished recording a new rock instrumental.  I hope you enjoy it.

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Music

Linus and Lucy – Guitar Tablature

I recorded a version of Vince Guaraldi’s “Linus and Lucy” recently, and had a request for the guitar tablature, so here it is… click here to download the PDF

Here is my recording I used as the basis for the tablature:

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Strong4Life.com Nominated for a Webby!

Our Strong4Life project has been nominated for a Webby!

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My Portal2 Map Featured on PCGamer.com

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“It’s by turns baffling then enlighteningly brilliant.” — PC Gamer

AWESOME!  These maps keep getting more love from the community, and that makes me really happy.

link: Portal 2 maps: 13 inventive, innovative community challenges

 

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Projects

Strong4Life wins 2 W3 Awards!

I just found today that Moxie won two W3 awards for our Strong4Life web projects.

The mobile web app Strong4Life Activator won a W3 Gold Award, and the Strong4Life.com responsive site won a W3 Silver Award.  Awesome news!

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Strong4Life Responsive Design

20130827-070007.jpg
Last week we launched a Responsive Design for Strong4Life. It was quite a challenge figuring out how to get all of the elements into a small layout, but I am really pleased with our results.

We used our own variation of the Extra Strength Responsive framework to handle all of the media queries and CSS, based on our determined break points. This framework made it pretty simple to convert a variety of different page layouts to the flexible responsive grid.

www.strong4life.com

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Blog

Triggering MIDI Drums from Recorded Audio Tracks in Reaper DAW

I’ve been tinkering with a new Digital Audio Workstation software recently called Reaper. This software is amazing, and does so many incredible things. I’ve been doing home recording for quite some time, but always on a very low budget. Reaper provides a great deal of features for a very low price.

Last night I was playing around with a mix using audio tracks I downloaded from mixoff.org. I wasn’t happy with the way the drums were sounding, and I wanted more options.  I had heard on the Home Recording Show podcast about a technique for using the recorded drum tracks to send MIDI signals to a drum machine or drum plugin, so I thought I’d give it a try.  This turned out to be SUPER EASY in Reaper.

Here’s how you do it:

(Click to Enlarge)

1. Add the Reaper Gate plugin to the original track, like the bass drum track, for example.

2. Adjust the leftmost vertical slider down to the point that the gate is triggered (opened) every time the kick drum is struck.

3. At the bottom of the ReaGate window, check the box for “Send MIDI on open/close”, and put “36” in the “note” field.  36 is one of the kick drum notes on the EZDrummer plugin, you might have to change it for your setup.

4. Set the “channel” field to 10, which is the MIDI channel typically used for drums.

5. Now let’s setup the drum plugin to listen for the MIDI signal. In Reaper, go to the top menu and choose “Insert/New Virtual Instrument on a new track”. Click the “FX” button on that track and choose your drum plugin.  I use EZDrummer.

(Click to Enlarge)

6. On the EZDrummer track, click the “I/O” button and it will display the Input/Output window for the EZDrummer.

7. Click “Add New Receive”, and select your kick drum audio track. In the Routing panel, select “MIDI: 10 -> ALL. This will tell EZDrummer to listen for MIDI events on channel 10 and use them.

8. Now you can pull down the fader for your original kick drum audio, and you should hear the EZDrummer kick drum playing the exact same part. If notes are missing, you can adjust the gate level down again to make sure every hit is triggering the gate.

This is just one example of the amazing tools you have at your disposal in Reaper.

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It’s a fun project, and we’ll see if we can connect with other folks who love guitar music the way we do.

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Blog Games

More Quantum Entanglement

Quantum Entanglement II

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Quantum Entanglement II is available in the Steam Workshop at:
http://steamcommunity.com/sharedfiles/filedetails/?id=117720854