▲ 194 ▼ The first minds to be controlled by generative AI will live inside video games (www.cnbc.com) submitted 2 years ago by Mazdak@lemmy.org to c/technology@lemmy.world 76 comments fedilink hide all child comments
[+] Stovetop@lemmy.world 10 points 2 years ago* (last edited 10 months ago) (1 child) [deleted] permalink fedilink source parent hideshow 2 child comments replies: [–] MysticKetchup@lemmy.world 3 points 2 years ago (1 child) I think the more likely situation is that they'll have AI pregenerate a bunch of possible quest lines and then have a human curate them. Prevents things ending up as complete nonsense but still allows for a massive range of possibilities that seems endless while using a lot less processing power. Also pre-empts any situations of players trying to break the AI running in the background. permalink fedilink source parent hideshow 2 child comments replies: [–] Sanctus@lemmy.world 1 point 2 years ago That would probably take the form of constraining each "prompt" (player action) to always contain the context for the quest or storyline at hand and maybe find some way to feed it what the player previously did to improve improv. I'm just speculating of course. It seems like this has the capacity to go way off the wire. permalink fedilink source parent
[–] MysticKetchup@lemmy.world 3 points 2 years ago (1 child) I think the more likely situation is that they'll have AI pregenerate a bunch of possible quest lines and then have a human curate them. Prevents things ending up as complete nonsense but still allows for a massive range of possibilities that seems endless while using a lot less processing power. Also pre-empts any situations of players trying to break the AI running in the background. permalink fedilink source parent hideshow 2 child comments replies: [–] Sanctus@lemmy.world 1 point 2 years ago That would probably take the form of constraining each "prompt" (player action) to always contain the context for the quest or storyline at hand and maybe find some way to feed it what the player previously did to improve improv. I'm just speculating of course. It seems like this has the capacity to go way off the wire. permalink fedilink source parent
[–] Sanctus@lemmy.world 1 point 2 years ago That would probably take the form of constraining each "prompt" (player action) to always contain the context for the quest or storyline at hand and maybe find some way to feed it what the player previously did to improve improv. I'm just speculating of course. It seems like this has the capacity to go way off the wire. permalink fedilink source parent