OpenAI’s ChatGPT Is the Whole Game Studio [video]
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Justifications aside, it was depressing seeing how quickly the AI gamedev movement ground to a halt. I’ve been waiting patiently for 4 years now. And now that the moment is here, it’s impossible for any serious gamedev to pursue it without committing financial suicide.
Bah. At least such things tend to work themselves out over decades. The next few generations will look back on us and wonder why we dragged our feet for so long.
If that seems unbelievable, I agree. I didn’t believe it till I drilled down into the details of multiple instances of this happening. It pops up on Reddit with alarming frequency.
Meanwhile Tim Sweeney looks like a visionary, since he says "bring your games over to the Epic Store, we’ll host them." And while I applaud this and cheer him on, as a former gamedev I understand the reality of the situation: neither indie studios nor established studios can take the financial risk of prototyping a new development model spearheaded by AI, only for the resulting game to be thrown out of the primary revenue stream (Steam).
There’s a ray of hope, which is that AI can revolutionize the mobile gaming space. But I’m pessimistic because mobile gaming sucks. It’s not an industry I’d choose to be in, because the financial pressures practically force you to develop something addictive at best and downright predatory at worst.
It’s hard to imagine Portal being developed for iOS, yet it was easy to imagine a lone dev making Portal for desktop PCs using AI. But now no one will try. Hopefully some teenager with nothing to lose will pull it off.
I don’t think Gabe made this decision. It’s too hamfisted. It feels like someone at Valve got a bug up their bonnet about AI and implemented the worst reactionary policy imaginable. Gabe would understand the implications and nuances, and certainly wouldn’t tolerate a system where Valve is abusing their developer trust by rejecting them with no explanation and no recourse. But Sir Newell is old, and it was a matter of time till empire decay set in, so it’s not surprising it ended up this way. Still sad though.
that sucks for using AI right now, but it's only a question of time until you get huge models trained on CC0 data imo
As for your dream of CC0 models, it’s a dream because you’d have to be asleep to believe it. I don’t mean to phrase it so harshly, but there are so many reasons that can’t work. The main one is that there isn’t enough non-copyrighted data to train any competitive model. The competitive models have only recently gotten good enough to just barely be usable, and far more than 90% of their training data was sourced from people they certainly didn’t get usage rights from.
I deleted a paragraph ranting about usage rights. Suffice to say, Stallman’s “Right to Read” becomes more prescient with each passing day.
There's Mitsua Diffusion One [0], which doesn't produce incredible results, but it's a start and they're planning on adding more data, including opt-in work from artists.
PIXART-alpha [1] was trained on only 25 million images, and has excellent and competitive results. This could pair well with Fondant AI's 25 million Creative Commons-only dataset [2] (not all CC0, but a sizeable amount).
I don't think it's as far away as you think it is!
[0]: https://huggingface.co/Mitsua/mitsua-diffusion-one
[1]: https://pixart-alpha.github.io/
[2]: https://huggingface.co/datasets/fondant-ai/fondant-cc-25m
But I think the genie is out of the bottle (and I’m of the opinion that GPT content is transformative enough to warrant fair-use exemptions) so it would seem wiser to find a careful way of embracing the new tech.
That is the exact reason they have claimed.
> rejected from steam with no explanation beyond "it appears your game contains AI generated content." They say nothing beyond that.
Their actual message, which has more details, can be found at https://www.reddit.com/r/aigamedev/comments/142j3yt/valve_is.... One important quote:
> In particular, [Game Name Here] contains art assets generated by artificial intelligence that appears to be relying on copyrighted material owned by third parties. As the legal ownership of such AI-generated art is unclear, we cannot ship your game while it contains these AI-generated assets
Additionally, Valve has put out a number of clarifying responses to journalists.
https://www.polygon.com/ai-artificial-intelligence/23783520/... https://www.theverge.com/2023/7/1/23781339/valve-steam-ai-ar...
I should sign off now because I was about to write “in what universe does this seem reasonable?” and then I remembered it’s not worth getting dragged down by this nonsense. There are lots of intellectually satisfying problems to work on. Valve may be relevant now, but a decade tends to favor upstarts. The way to deal with this is to make Valve irrelevant, which is a matter of patience and time.
(EDIT - My recollection wasn't entirely accurate. It was NPC dialogue generation: https://www.reddit.com/r/gamedev/comments/167iied/the_game_i... )
I've found the link: https://www.reddit.com/r/gamedev/comments/167iied/the_game_i...
And my recollection was faulty. It wasn't speech generation - it was an optional ChatGPT-based dialogue generation for NPCs.
The dev had to remove all traces of it but did get reapproved.
I guess I'm saying that I can see how you got to that position, but I'm not sure your conclusion makes sense. The production of the model involves widespread use of IP - much of it questionably obtained - but you cannot go back to the original IP from the output.
Steam is not the world. You can publish on Xbox, Playstation, GPlay, Apple Store, web, anywhere. Steam is not the panacea.
The response by digital artists on Twitter and Reddit against anything AI generated ever even making an appearance in their communities is one of the most intense reactions I’ve seen in response to a new tech. Maybe there’s game devs who have similar extreme feelings rooted in concerns about replacing their own jobs, loss of quality without human involvement at every stage, creativity, etc.
It’s not even just don’t post it, it’s you shouldn’t be engaging with AI tools at all because it accelerates our industry decline.
I of course think that’s silly (at a minimum the idea you can stop progress) but this sort of pearl clutching will likely be a common phenomenon re AI in other industries as it happens
similar to the writers guild
what a good idea
meanwhile his company is failing
The only professional art assets I'd imagine you could substitute with AI work might be textures, which already tend to be found in libraries rather than handmade. Actual spritework is still quite far off and 3D Models even more so. Not to mention an AI definitely can't do much for art direction or getting your assets to actually look good put together.
Music and Writing seem too far off right now to even consider, let alone design work. So what essential element is Generative AI bringing at the moment? Skipping out on Voice Actors? (I don't believe it's on par with professional work on that front either but it's closest and people aren't as discerning.)
The most I can see besides that is it could speed some parts of art concepting and save you a buck on texture licensing.
Revolutionizing the programming part with copilot or such seems more believable, although since Steam isn't barring use of AI code (How would they even know?) I don't think that's what you mean.
Likewise, if you can say "this sucks for me personally but is a net positive for humanity", then I have a much easier time to consider your endorsement.
I never expected it to be over AI and copyright.
over 1m people a day talking to AIs now whether or not Valve likes it :D
Just host your own game on your site you dont need valve.
don't get me wrong, it's interesting, but the response here didn't answer the question
If you can make an LLM generate something novel and can prove it wasnt in the training data, call me
For instance I asked GPT to make some game concepts for a more narrative game with an emphasis on locked areas you'd have to get through, and here's a few of its ideas:
1. Masquerade Ball of Eternity: Set in a never-ending palace ball where attendees wear masks that indicate their access levels. To gain entrance to different rooms, players must persuade, charm, or deceive other guests to swap masks or uncover clues about hidden access points.
1. Fantasy Festival: A week-long festival in a magical kingdom where different events, shows, and parties require special passes. To get these passes, players must navigate the gossip mill, undertake tasks for performers, or sneakily forge invitations.
3. Library of Forbidden Knowledge: Every floor of this immense library has knowledge more restricted and coveted than the last. To move up, players must win debates, discover hidden lore, or befriend ancient librarian spirits.
4. Zoo of Mythical Beasts: To access each enclosure, players must understand and empathize with the creatures, learning their stories, likes, and dislikes to gain passage without arousing suspicion.
(Now I can hear you saying: but aha! Every one of those ideas is made up of letters and words found in the training set!)
it's called git clone
But, either way, this is a really clever approach, and it shows the immense potential.
I have to work with online servers, regular testing, analyzing bugs in both client and server (python), troubleshooting, adding new features to client (written in C# for iOS and Java for Android).
In practice, what is the best way I could use ChatGPT in game development? How can it realistically test the game and troubleshoot issues, how can it implement new features?
These things require making changes to code, compiling, running the client and testing how it plays and looks. Everything has to be extremely precise.
Any ideas?
I am not in game dev but that is my workflow and it has definitely improved my productivity and is a pleasure to use. I can get Copilot to help write tests for my functions, I use it regularly to see if there is a more optimized way to write the code I am looking for. I switched from JetBrains to VS Code so I can get a better integrated experience too. The Copilot autocomplete is usually pretty spot on with what I want to write.
For instance, if you have a functional testing suite that can be run with, say, a series of commands in JSON... you can tell GPT what it can do and ask it to write out scripts in that format.
In general if you think you want a DSL you might be able to get away with JSON and GPT instead, using GPT prompts as your DSL and some simpler imperative system run off GPT-generated JSON. (GPT can translate the JSON back to English too, so it's not just one way)
If there's any story elements in your game you can generate them with GPT, again probably resulting in JSON. You shouldn't defer the entire plot to GPT, but it can fill out lots of details and make the environment richer.
If you have autonomous entities in your game (as simple as any kind of enemy) you could both brainstorm behaviors and personalities and then turn that into code, making the enemies more eclectic.