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MOOMANiBE
@MOOMANiBE

Idk, I get we're in the frustrated zone rn but if you're going after roguelikes and "traditional procedurally generated content" as AI-adjacent where do you stop? I use an LOT of procgen animation in the game I'm working on right now because there are things that would be straight-up impossible to do without it - that doesn't make it NOT something made with intentionality. If I spend hours building a system that makes a character dynamically come to a stop, is it "not handcrafted enough" because a computer is enacting it, even though I specifically created the parameters to get what I wanted?

This kind of argument massively misses the point to me. AI is a plagiarism engine, and it's also specifically not a tool. It's a black box where idea guys put things in and get random garbage out. Imo to compare it to - to place it alongside traditional procgen is to do a massive disservice to the amount of creative effort that goes into making quality procgen work.


egotists-club
@egotists-club

The basic underpinning structures behind machine learning (ML) can be applied to small data sets as well as large ones for various classes of problems. In fact, most of the ideas in machine learning work well if you feed them synthetic data - which is not difficult to generate in, say, a video game. There is lots of cool work you can do in this field which doesn't rely on a giant webcrawl of the entire Internet so all your output has a little sprinkling of nazism in it, or ripping off artist's work wholesale - and as a researcher, those ethical concerns (as well as my own interests) dictate what I choose to work on. DLSS is a good example of an ML-based algorithm that was produced ethically and without recourse to intellectual property theft, and is an improvement over what it replaced (the TAA class of anti-aliasing algorithms.) You may not like TAA/DLSS - I actually don't - but it does do what it says on the tin.

There is stuff coming down the pipe in the research pipeline that also does more cool graphics things; but at the heart of all of these methods are neural networks, variational autoencoding, and the ADAM stochastic gradient descent optimizer (which is useful for solving even non-ML optimizations!). It is cool stuff! The fact that it's lumped in with the image-stealing artist-destroying black box work being done by less ethical researchers is itself frustrating.

The fact that the AI Bros choose to fixate on algorithms requiring infringement of intellectual property is a choice, and the fact that their business application is "putting people out of work" also represents both a choice and a lack of imagination. At the end of the day we are talking about a class of function approximators and a class of optimization algorithms - that's all "machine learning" is. We need to start distinguishing between "ML" as in machine learning, and "AI" as in snake oil.


SomeEgrets
@SomeEgrets

i think there's a couple threads here

edit: aura rightly noted that i focused on the roguelite/like aspect of procgen and didn't much talk about procgen as a tool for other "behind the scenes" tech like animation. i think that's because i think the OP that kicked this off was more focused on the player-facing uses of procgen (like level generation) and also because i think i agree with her without caveats on other things, like animation

procgen games and motivation

first, the "i'm uninterested in procgen games, give me intentionality" is absolutely something you can feel about games and it isn't like, a wrong thing to feel about games specifically. It's just different motivations for play and probably a cool thing i read recently about different types of perceived agency which overlaps with those motivations somewhat.

and it makes perfect sense that if you specifically crave intentional experiences - that is to say, part of your gameplay motivations are that you want to find out what the creator had to say and pick apart their ideas and how they chose to express them in a game, and you enjoy taking part in a game through the lens of what the article calls protagonism and velocity, you are going to be drawn to intentional, crafted, likely narrative heavy design

procgen (and specifically roguelike/roguelite) design by contrast feeds into a gameplay loop that lends itself more to progression-as-a-player, where you largely progress and grow more powerful at the game through learning-by-doing, accumulating knowledge and experience as a player, outside the game, that enables you to progress further in the game

and procgen isn't the only way to do this, of course, i think we're all probably thinking soulslikes at this point, and yeah. they probably differ in how much they lean on improvisation vs memorization but enumerating different shapes of games isn't really the point here so much as acknowledging that different design philosophies shape different types of experiences that cater to different types of gameplay motivations

(i have some small amount of friction with people who can't stand games that aren't open world-likes sometimes because i am the open world disliker who can't stand them and really, the answer is just that we're looking for different things in games and are motivated by different types of play and that's fine)

but to come back to the original thought, it's perfectly understandable if the modern day onslaught of exploitative generative AI being shoehorned into everything moves the needle away from procgen games for you. it makes perfect sense that oversaturation with that kind of thing and revulsion every time you see it displace human creativity and intentionality would drive you to seek more human experiences

machine learning as a technology

so yeah, i don't have a lot to add to @egotists-club here other than to say we also use machine learning in our research. it's an internally developed image classifier trained on approximately two decades (hundreds of terabytes) of meteor imagery and video we collected ourselves using our own instruments

it's not based on openai or any llm model or based on stolen art or internet sourced anything

i can't speak to the bleeding edge work coming from the computer scientists working in this field, that's not really my field. but i can tell you that the field of AI as a science has existed for decades before the LLM grifters showed up on the scene and it will exist for decades after they're dead and gone

there are actually some very simple AI techniques you can implement yourself in an afternoon! Bio-inspired algorithms like Genetic Algorithms and Particle Swarm Optimization were big in the 2000s and still have applications these days

they're probably not what you think of when people say "AI" because the likes of Sam Altman have poisoned the term by talking up the dangers and possibilities of a true sapient AI1 and positioning themselves as the only ethical answer to it2, but the field itself dates back to probably the 1940s or so. we literally call a hypothetical discriminator to discern between a human agent and an AI agent a "Turing test." Alan Turing literally did some pioneering work in the early days of this field

mundane things like simulating swarm intelligence may be kind of boring and mundane by comparison to the types of machine learning being done today by non-LLM fields (like the aforementioned graphics processing technologies) but i think it's important not to let the Sam Altmans of the world take up all the air in the room and define the boundaries of a very old and diverse field to suit their grift


  1. not gonna happen in our lifetime

  2. hahahahaha no


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in reply to @MOOMANiBE's post:

I mean, I'm not going after any traditional procedural content, I just can't enjoy it in the same way I used to. I don't think it's wrong to make traditional procgen or that people should stop doing it or that others shouldn't enjoy it, but I have to acknowledge that my personal relationship to it has shifted in a really sad way. I'm very cognizant of how much human work goes into making a good procedural system!

I dunno, this just doesn't make any sense to me. For procgen to be "damaged" by the existence of AI garbage is drawing an equivalency that massively over-credits how "AI" even works. I can't view this any other way than ceding rhetorical ground to the people who are actually anti-art

Well, it's a feeling and not really a rational argument. I don't think other people should feel the same way or want them to. Maybe it's an unhelpful feeling to express; it's an irrational unhappiness about the world and not really based on any comparison that holds water.

I think this is more specific than being about procgen as a tool; I think it's more about the specific apophenia that procgen (or at least the generative text field of procgen I've worked in) is meant to produce. I feel like that aesthetic isn't really something I enjoy right now because I see a similar rhetorical tool (LLMs also function through apophenia, although their creators don't understand or appreciate this) being used in ways that make me sick.

I guess to me the key element here is that LLMs have no true intentionality to them, and that's key to much of imo why AI is objectionable; it's explicitly anti-creative, it rejects any attempt at authorship. It's just a cultural blender.

Imo that distinction is part of WHY ai is anti-art - it's intentionally designed to operate like an external contractor, it outsources the entire creative process. It's upper management reflected in a system. Even if you left out the plagiarism I'd still strongly feel AI is objectionable for this reason alone.

And so like, to me it's like - AI proponents want us to draw these conceptual equivalencies so they can point and go 'see, it's just like what real gamedevs do, we're the same.' But it's not, and every specific way it's not are like, the very core reasons AI is objectionable to begin with. If we let those distinctions fade away in our minds, how can we meaningfully resist AI's encroachment on our lives? How can we argue against it?

agreed and cosigned both sides. personally i don't feel critical of any of the kinds of systems you described, rationally or not, and it's abhorrent and obnoxious the way bigtime grifters hijack and poison every adjacent concept to their stupid shtick with their lies

This is why I don't use "AI" as a term, I use generative models or LLM or what have you, because AI is a label that does apply to fields adjacent to procgen and includes a ton of shit that isn't plagiarism, but the discourse has been so poisoned by the current grift's preferred use of language that no one can understand one another anymore.

I think a big difference among others is that procgen in games is typically very bespoke. There’s not really that i know of many highly generalized traditional procgen tools/systems because the way every game uses it is gonna be unique, so you’re gonna be building your own system (or adapting more granular tools) into whatever game you’re making; whereas using a gpt backend or whatever is something that is highly generalized that just kinda gets dropped in. Part of the idea is that you don’t have to build a special system anymore, you just plug in prompts to a cloud architecture you’ll never control. And if GPT tools go through a bad time and stop working as well, it’s also gonna make your game suck more. If the service changes or goes away or becomes more expensive suddenly your game might be fucked or just stop working. It turns perfectly good single player experiences into yet another live service game of sorts.

To build off the first paragraph (because I don't have much to add to the second beyond "I agree with it", and that feels too insubstantial to me): the main thing that's frustrated me regarding AI discourse is a lot of the good/necessary points against AI are muddled up with more reactionary stances; or at least ones that aren't thought out as much as they need to be. In particular, people will tend to reify intent in a way that aligns uncomfortably well with Walter Benajmin's negative theology of pure art. (Edit: I found the other Benjamin passage I originally wanted to quote. Scroll down to Louis-Philippe or the Interior.)

I suspect most of that comes down to who populates my social circles: artists, writers, musicians, game developers - individual artisans who rationally recognize this new technology as a threat to their livelihoods, but who lack the depth of perspective needed to mount a meaningful offense against it. (Or something. I'm surprised I was able to wrangle out something vaguely coherent.)

one thing i've been saying and thinking is that art is a form of communication, and generative output cannot be art because it is not communicating from or to anything. there are no thoughts, feelings, or intents; it is just a barren kaleidoscope.

i've had people challenge this idea and it's stood up even under pointless hypotheticals; if they want to get around it they have to concede that they believe art can be totally empty and meaningless (which they sometimes do,,)

bruno also alludes above about its reliance on apophenia, the human tendency towards false inference of meaning, intent, or a larger whole (the only thing that makes these systems appear potentially useful). these systems are designed to couch and gift-wrap bare empty noise in trojan horse trappings that exploit our apophenia, smuggling this emptiness into wherever they can. newer and fancier generations of these systems haven't begun to try to alter their essential nature at all, only to build bigger and fancier horses

As a longtime procgen dev and enjoyer, it's been a weird experience to look at present-day GenAI talking points, because they were all settled long ago in the space of Proc Gen.

  • Proc Gen is a cost saving measure. Would Notch, Redigit, Derek Yu, and a whole slew of last decade's indies been able to punch above their weight and challenge the AAA's without it?
  • Proc Gen can be soulless. But only if your designer decision was to push a button to get back a perlin heightmap, or Binary Space Partition and call it a day. Bad (or just old) roguelikes used to do that. Now, there is so much that an actual designer would do on top of it.
  • Proc Gen is unintentional, that's the point- to see new behaviors emerge that weren't programmed in and surprise us in unexpected ways.

We've even had more experimental indies play with text-generating markov chains that were trained on centuries-old public domain text. Or level-generating WaveFunctionCollapse trained off of internally developed level presets.

All of this was an open and shut case in the last decade, where the advantages were clearly recognized, the flaws were acknowledged constructively, and the quirks were taken by the crazier artists to go into their own wild directions. The discussion was healthy.

If anything, those similarities between last decade's proc gen and this decade's GenAI should be a guiding light for how this new technology is supposed to be applied.

  • Don't use it to empower AAA's to cut their teams of 10 designers to 1. Use it to empower indies where one person can now generate a world it would've taken 10 designers a decade to make by hand.
  • Don't settle for just pressing a button with a one sentence prompt and call it a day. Give more nuanced details, train a fine-tune/LoRA with work you intentionally selected, and weave the results together with your own handcrafted content to make something that shows your specific style.
  • Don't look at the quirks and hallucinations and declare it unfit for your use case. Take what you find as a novelty, and build your use case around it. Maybe it's useful, maybe it's not- but it's that exploration that constitutes what art is itself.

The only thing that's changed between last decade's markov experiments and this decade's GPT was that people started training models off things that weren't theirs. The answer is simple: don't. Developers have done it before, and they continue to do so. They provide the correct example.

Decades ago, designing a dungeon layout with a couple of setpieces and enemies used to be considered creative. We broke down all the techniques that made "good layouts" entertaining, and packaged them to run into infinity, for anyone else to use. If it were to be used by someone else, that program doesn't reflect the user's intentionality- there's no understanding of the nuances that went into it. But that's the nature of middleware- they'll use it to make something of their own. The automation didn't destroy the art of creating. We, the humans, just got more creative.

my very tinfoil hat opinion has always been that ML criticism is always bound to turn around on real artists. and in the same way hypervigilant policing of images for "ai tells" leads to witch hunting an illustrator who's bad at drawing hands, i think the focus on "lack of author" as a primary problem with MLgen makes a turn on all procedural art inevitable.

in reply to @SomeEgrets's post:

I think you're falling into the same trap I'm objecting to, which is the baseline assumption of "procgen isn't intentionality" and i think that's aggressively untrue on many many many layers Esp if you move beyond the cliché of roguelikes and look at the huge number of ways procgen is used as an intentional tool in non-random games

i read the OP this was kind of soft-replying to and that might have kind of.... directed my reply?

i don't think she was calling out things like procgen animations or animation based on algorithms (would IK qualify here? idk? like you say it's not really a well bounded statement?)

but she specifically called out roguelike/lites and at least my read of it was that she was fed up with the more player-facing uses of procgen and wasn't really talking about things like rendering or animation or simulation technologies that happen behind the scenes

like you say, i don't think it's actually a meaningful difference at all whether a human sculpted every keyframe of animation themselves, or built an algorithm to dynamically pose the model in response to its environment so it doesn't feel like there's anything particularly interesting to argue against there! i probably agree with you 100% without caveats on this!

gods actually you know what, from the animation/tooling side i just remembered that Rain World does this to make the slugcat dynamically enter and wiggle through tunnels or pose itself to hang onto things or grab at items and it's not 100% without a bit of weird jank but it's really important to how fluid and dynamic the game ends up feeling that i think it's a really cool positive case for that kind of tech where you can still explicitly tell that it's happening

one of the old, old programmers here uses one in a solver to tune matched filter parameters but man does he have to do a lot of massaging to the inputs first to the point where we have the problem that we can't actually make meaningful error estimates anymore because it's been so strongly fit to a model before it hits the matched filter refinement step

procedurally generated games largely retain novelty proportional to the amount of work that went into refining them. procgen doesn't actually save work at all in making the game feel effectively large, it is a way to achieve an effect within the game space. prove me wrong

procgen (and specifically roguelike/roguelite) design by contrast feeds into a gameplay loop that lends itself more to progression-as-a-player

This feels slightly circular to me, as I'm unsure how you'd possibly define the "specifically roguelike type of procgen" without that being a part of the definition. I can think of many instances of games which use procedurally generated worlds, items, etc. in service of completely different goals. Both Animal Crossing: New Horizons and Nethack use random terrain and item generation to challenge the player, but AC:NH uses it for challenges like "Where would a good place for the museum be?" or "What t-shirt should I wear when I visit my friend's island?"

oh yeah i was trying to set a limited scope on what i was addressing here because i don't think the post that started this(?) was particularly fed up with "procgen as an animation tool" or ACNH type uses and she specifically talks about roguelikes. which is what directed me to focus more narrowly on roguelite/likes, because "procgen" as a whole covers so many possible design tools and spaces that... i don't know how you could talk about them all under a single blanket statement?

what i meant here was what i think are the more obvious player-facing procgen elements you would typically find in roguelike/lites, as you've noted here, maps, items, enemy placement, and so on. things you know are explicitly procgen because that's part of the design space of the genre. they're things you can see and directly struggle against. you play a roguelike/lite because you want a run-based challenge that's different every time, and i think maybe a more mild read of christine's post is maybe that this kind of thing isn't really providing her with motivations for play that interest her anymore? maybe?

maybe, I just felt like saying something because I don't feel like even restricting to things like random maps necessarily implies a lack of hand-craftedness or intent. The game that I immediately thought of when I saw the conversation was Proteus: a very tightly made game clearly meant to evoke specific emotional responses in players. Imo that game's random islands in no way detract from the experience it's trying to give, and instead feels like a way to let players who come back to the game the ability to get lost in the woods again.

don't worry, I knew that when I made my comment, I just thought that "Is it even possible to come up with a definition of 'roguelike-style procgen' that isn't simply 'the procgen roguelikes use'?" was an interesting question

im also realizing that it's probably been a bit confusing to reply to aura's thread about it which specifically branches out into other types of procgen, and talk specifically about the roguelike type

because aura also noted that maybe narrowing the scope was maybe missing the point, and like. yeah, maybe!