Navigation
Search
|
Microsoft Shows Progress Toward Real-Time AI-Generated Game Worlds
Wednesday February 19, 2025. 10:00 PM , from Slashdot
![]() Much like Google's Genie model before it, WHAM starts by training on 'ground truth' gameplay video and input data provided by actual players. In this case, that data comes from Bleeding Edge, a four-on-four online brawler released in 2020 by Microsoft subsidiary Ninja Theory. By collecting actual player footage since launch (as allowed under the game's user agreement), Microsoft gathered the equivalent of seven player-years' worth of gameplay video paired with real player inputs. Early in that training process, Microsoft Research's Katja Hoffman said the model would get easily confused, generating inconsistent clips that would 'deteriorate [into] these blocks of color.' After 1 million training updates, though, the WHAM model started showing basic understanding of complex gameplay interactions, such as a power cell item exploding after three hits from the player or the movements of a specific character's flight abilities. The results continued to improve as the researchers threw more computing resources and larger models at the problem, according to the Nature paper. To see just how well the WHAM model generated new gameplay sequences, Microsoft tested the model by giving it up to one second's worth of real gameplay footage and asking it to generate what subsequent frames would look like based on new simulated inputs. To test the model's consistency, Microsoft used actual human input strings to generate up to two minutes of new AI-generated footage, which was then compared to actual gameplay results using the Frechet Video Distance metric. Microsoft boasts that WHAM's outputs can stay broadly consistent for up to two minutes without falling apart, with simulated footage lining up well with actual footage even as items and environments come in and out of view. That's an improvement over even the 'long horizon memory' of Google's Genie 2 model, which topped out at a minute of consistent footage. Microsoft also tested WHAM's ability to respond to a diverse set of randomized inputs not found in its training data. These tests showed broadly appropriate responses to many different input sequences based on human annotations of the resulting footage, even as the best models fell a bit short of the 'human-to-human baseline.' The most interesting result of Microsoft's WHAM tests, though, might be in the persistence of in-game objects. Microsoft provided examples of developers inserting images of new in-game objects or characters into pre-existing gameplay footage. The WHAM model could then incorporate that new image into its subsequent generated frames, with appropriate responses to player input or camera movements. With just five edited frames, the new object 'persisted' appropriately in subsequent frames anywhere from 85 to 98 percent of the time, according to the Nature paper. Read more of this story at Slashdot.
https://games.slashdot.org/story/25/02/19/2051259/microsoft-shows-progress-toward-real-time-ai-gener...
Related News |
25 sources
Current Date
Feb, Fri 21 - 19:59 CET
|