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  3. EA partners with the company behind Stable Diffusion to make games with AI

EA partners with the company behind Stable Diffusion to make games with AI

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  • F This user is from outside of this forum
    F This user is from outside of this forum
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    wrote last edited by
    #31

    How do they reduce costs with AI if not by eliminating jobs?

    F 1 Reply Last reply
    7
    • L [email protected]

      15+
      BF3 was when I made my vow to stop supporting them for releasing unfinished buggy ass games.

      T This user is from outside of this forum
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      wrote last edited by
      #32

      What are these ass games you are talking about? Im willing to look past them being buggy.

      D 1 Reply Last reply
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      • J This user is from outside of this forum
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        wrote last edited by
        #33

        I don't think it would be easy to map free form text to game behavior. Not just like "make the NPC smile" but complex behavior like "this NPC will now go to this location and take this action". That seems like it would be very error prone at best.

        F 1 Reply Last reply
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        • J [email protected]

          I don't think it would be easy to map free form text to game behavior. Not just like "make the NPC smile" but complex behavior like "this NPC will now go to this location and take this action". That seems like it would be very error prone at best.

          F This user is from outside of this forum
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          wrote last edited by
          #34

          How do you think most game scripting engines work?

          Nowadays game engines don't rely on strictly speaking hardcoded behaviour, but rather are themselves just a scripting environment to execute a specific format of code.

          Skyrim is still the perfect example because it gives you the ability to literally do anything in the world, via a scripting language.

          Instructing NPCs to behave in a specific way is also done through these scripts. And LLMs - especially coding fine-tuned ones which could be tied into the execution chain - can easily translate things like <npc paces around> to specific instructions so the NPC walks up and down at a specific distance or in a circle or whatever you want it to do.

          You're seriously over-estimating the work it takes on even crappy, but modern engines to get certain things to happen. Especially when it comes to things that are already dynamically scripted. Like NPCs.

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          • F [email protected]

            How do they reduce costs with AI if not by eliminating jobs?

            F This user is from outside of this forum
            F This user is from outside of this forum
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            wrote last edited by
            #35

            By improving the cadence of projects.

            A project costs X amount because of the standard template of pay per time unit Y multiplied by timeframe in time unit Z.

            Simply said if you have 100 people working on the project, that costs 100Y per hour. If the project takes 6 months (approx. 960 hours), you multiply the two and get that your costs are 96000Y.

            Now the two ways to reduce this is to either reduce the number of employees, with AI you can get rid of maybe 2/3, reducing the expenses to 32000Y....

            Or since AI speeds up almost every workflow by about 8 to 10 times, you can keep all the people, but cut down project time from 6 months to about 2 months, which doesn't just reduce the expenses by the same 2/3 but also increases potential profits for the same 6 month period by 200%, as instead of one product you're releasing three.

            Cutting jobs ain't the only way to reduce costs with AI.

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            • F This user is from outside of this forum
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              wrote last edited by
              #36

              since AI speeds up almost every workflow by about 8 to 10 times

              Citation fucking needed.

              F 1 Reply Last reply
              10
              • nemeski@mander.xyzN [email protected]
                This post did not contain any content.
                D This user is from outside of this forum
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                wrote last edited by
                #37

                I can't start boycotting a company that I've been boycotting for well over a decade.

                T N H 3 Replies Last reply
                39
                • D [email protected]

                  I can't start boycotting a company that I've been boycotting for well over a decade.

                  T This user is from outside of this forum
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                  wrote last edited by
                  #38

                  Double boycott

                  S 1 Reply Last reply
                  1
                  • T [email protected]

                    What are these ass games you are talking about? Im willing to look past them being buggy.

                    D This user is from outside of this forum
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                    wrote last edited by
                    #39

                    I don't know what they're taking about. Amarillo's Butt Slapper isn't published by EA.

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                    • J This user is from outside of this forum
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                      wrote last edited by
                      #40

                      LLM generated code is notoriously bad. Like, "call this function that doesn't exist" is common. Maybe a more specialized model would do better, but I don't think it would ever be completely reliable.

                      But even aside from that, it's not going to be able to map the free form user input to behavior that isn't already defined. If there's nothing written to handle "stand on the table and make a speech", or "climb over that wall" it's not going to be able to make the NPC do that even if the player is telling them too.

                      But maybe you're more right than I am. I don't know. I don't do game development. I find it hard to imagine it won't frequently run into situations where natural language input demands stuff the engine doesn't know how to do.

                      F 2 Replies Last reply
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                      • F [email protected]

                        since AI speeds up almost every workflow by about 8 to 10 times

                        Citation fucking needed.

                        F This user is from outside of this forum
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                        wrote last edited by
                        #41

                        My own fucking experience. Which I've already explained in detail above.

                        1 Reply Last reply
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                        • v_krishna@lemmy.mlV This user is from outside of this forum
                          v_krishna@lemmy.mlV This user is from outside of this forum
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                          wrote last edited by
                          #42

                          It's very obvious in this thread that you have hands on experience and many others do not. 20+ years professional SWE here, a majority of it applied ML/big data/etc. LLMs are really bad at many things but specifically using them as a natural language layer over NPC interactions would be relatively easy and seems like a great use case honestly.

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                          1
                          • J [email protected]

                            LLM generated code is notoriously bad. Like, "call this function that doesn't exist" is common. Maybe a more specialized model would do better, but I don't think it would ever be completely reliable.

                            But even aside from that, it's not going to be able to map the free form user input to behavior that isn't already defined. If there's nothing written to handle "stand on the table and make a speech", or "climb over that wall" it's not going to be able to make the NPC do that even if the player is telling them too.

                            But maybe you're more right than I am. I don't know. I don't do game development. I find it hard to imagine it won't frequently run into situations where natural language input demands stuff the engine doesn't know how to do.

                            F This user is from outside of this forum
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                            wrote last edited by
                            #43

                            Okay I won't even read past the first paragraph because you're so incredibly wrong that it hurts.

                            First generation LLMs were bad at writing long batches of code, today we're on the fourth (or by some metric, fifth) generation.

                            I've trained LLM agents on massive codebases that resulted in <0.1% fault ratio on first pass. Besides, tool calling is a thing, but I guess if I started detailing how MCP servers work and how they can be utilised to ensure an LLM agents doesn't do incorrect calls, you'd come up with another 2-3 year old argument that simply doesn't have a foot to stand on today.

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                            • T [email protected]

                              Double boycott

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                              wrote last edited by
                              #44

                              So, repeatedly buy and return games?

                              D 1 Reply Last reply
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                              • J This user is from outside of this forum
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                                wrote last edited by
                                #45

                                lol if you had read the rest of my post you would have seen I admitted you might be right. But go off, I guess.

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                                  wrote last edited by
                                  #46

                                  So what's your process and how is it a boon?

                                  facedeer@fedia.ioF 1 Reply Last reply
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                                    wrote last edited by
                                    #47

                                    Great for you. You did say "almost every workflow". How many workflows exist beyond your own lived experience? Do you work on games, do you know all the workflows there? Citation absolutely fucking needed.

                                    F 1 Reply Last reply
                                    3
                                    • J [email protected]

                                      I've seen prototypes of RPGs where you could freeform talk to NPCs and I pretty quickly lost enthusiasm for the idea after seeing it in action.

                                      It didn't feel like a DnD game where you're maneuvering a social conflict with the DM or other players, it felt more like the social equivalent of jumping up on a table where an NPC couldn't get to you and stabbing them in the face.

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                                      wrote last edited by [email protected]
                                      #48

                                      If I wanted to talk to NPCs at length I'd just type into a fucking chat bot. I play games to experience the developers story and vision, not endlessly prompt an npc.

                                      I think your experience will be a common one for players.

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                                      3
                                      • J [email protected]

                                        LLM generated code is notoriously bad. Like, "call this function that doesn't exist" is common. Maybe a more specialized model would do better, but I don't think it would ever be completely reliable.

                                        But even aside from that, it's not going to be able to map the free form user input to behavior that isn't already defined. If there's nothing written to handle "stand on the table and make a speech", or "climb over that wall" it's not going to be able to make the NPC do that even if the player is telling them too.

                                        But maybe you're more right than I am. I don't know. I don't do game development. I find it hard to imagine it won't frequently run into situations where natural language input demands stuff the engine doesn't know how to do.

                                        F This user is from outside of this forum
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                                        wrote last edited by
                                        #49

                                        Alright I did read further and damn, you just keep going on being wrong, buddy!

                                        Yes, you can fucking do "stand on the table and make a speech" work. You know how? By breaking it up into detailed steps (pun intended), something that LLMs are awesome at!

                                        For example in this case the LLM could query the position and direction of the table compared to the NPC and do the following:

                                        • plan a natural path between the two points (although the game engine most likely already has such a function)
                                        • make the NPC follow that path
                                        • upon path end, it will instruct the NPC to step onto the table via existing functions (Skyrim pretty much has all these base behaviours already coded, but the scripting engine should also be able to modify the skeleton rig of an NPC directly, which means the LLM can easily write it)
                                        • then the script can initiate dialogue too.

                                        I've asked Perplexity (not even one of the best coding agents out there, it's mistake ratio is around 5%), and within seconds it spit out a full on script to identify the nearest table or desk, and start talking. You can take a look here. And while my Papyrus is a bit rusty, it does seem correct on even the third read-through - but that's the fun part, one does not need trust the AI, as this script can be run through a compiler or even a validator (which let's be honest is a stripped down compiler first stage) to verify it isn't faulty, which the LLM can then interact with and iterate over the code based on the compiler feedback (which would point out errors).

                                        now mind you this is the output of an internet-enabled, research oriented LLM that hasn't been fine-tuned for Papyrus and Skyrim. With some work you could probably get a 0.5B local model that does only natural language to Papyrus translation, combined with a 4B LLM that does the context expansion (aka what you see in the Perplexity feed, my simple request being detailed step by step) and reiteration.

                                        You'd also be surprised just how flexible game engines are. Especially freeroaming, RPG style engines. Devs are usually lazy so they don't want to hardcore all the behaviours, so they create ways to make it simple for game designers to actually code those behaviours and share between units. For example, both a regular object (say, a chair) and a character type object (such as an NPC) will have a move() function that moves them from A to B, but latter will have extra calls in that function that ensure the humanoid character isn't just sliding to the new position but taking steps as it moves, turns the right direction and so on. Once all these base behaviours are available, it's super easy to put them together. This is precisely why we have so many high quality Skyrim mods (or in general for Bethesda games).

                                        And again, code quality in LLMs has come a VERY long way. I'm a software engineer by trade, and I'd say somewhere between 80-90% of all the code I write is actually done by AI. I still oversee it, review what it does, direct it the right way when it does something silly, but those aren't as minor functionalities as we're talking here. I've had AI code a full on display driver for a microcontroller, with very specific restrictions, in about 4 hours (and I'd argue 2 of that was spent with running the driver and evaluating the result manually then identifying the issue and working out a solution with the LLM). In 4 hours I managed to do what otherwise would've taken me about a week.

                                        Now imagine that the same thing only needs to do relatively small tasks, not figure out optimal data caching and updating strategies tied to active information delivery to the user with appropriate transformation into UI state holders.

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                                        2
                                        • E [email protected]

                                          Those poor players lol

                                          facedeer@fedia.ioF This user is from outside of this forum
                                          facedeer@fedia.ioF This user is from outside of this forum
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                                          wrote last edited by
                                          #50

                                          They have every opportunity to tell me they're not liking what I run. Turns out I know them better than you do.

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