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Eniko | Kitsune Tails out now!

coming into my mentions going "but training machine learning algorithms is hard too weehhhh!" is grounds for a block. do not fucking do it

26 comments
Efi (nap pet) ๐ŸฆŠ๐Ÿ’ค

@eniko harder than procgen and gives worse results? ๐Ÿค”
I think we have a name for that... the walkway curb effect

stella vantechelgibbity

@eniko it may be hard, but its not a creative process. thats the important difference

ษ—๐ฉสƒฦ•ฯส‹

@eniko As a roguelike game developer and player, I have mixed feelings about this. Yes, procedural generation is an incredibly deep topic, and you can use it in your game with intention and skill to make it do what you want. But that's not what happens most of the time. Seeing all the lazy games with random elements in them labeled as "roguelike" gets tiring very fast. At this point Poker qualifies as roguelike.

Rosco

@deshipu @eniko Well that's more of a game design issue, yeah you can make an amazing procedural generation algorithm and create complex and beautiful worlds, but if the player has nothing to do in it, then it's a bad game.
It's kind of the same for physics engines, Cortex Command is amazing on that front, but the campaign mode is boring and doesn't work at all.

13 barn owls in a trench coat

@eniko omg they have "AI reply guy" in their bio. Points for self-awareness, I guess.

Reid
@eniko but training machine learning algorithms is hard too! I have to drink my coffee and watch youtube on my phone while the computer is running at 100% CPU and GPU usage! (sorry, I couldn't help myself)
Eniko | Kitsune Tails out now!

this post has rapidly breached containment so im muting this thread for my sanity

Frank Hightower

@eniko all it took was for the sun to rise on the east coast SMH

Eniko | Kitsune Tails out now!

in case it's not clear: procedural generation is a term used in game design whereby a human-authored algorithm takes a random seed value (a big random number like 123908516 for example) and deterministically generates game content from that. this does not involve training a neural network, these algorithms are painstakingly crafted by hand to create the desired output, do not require anyone else's content to make, and this technique is over 40 years old

it's used in games like nethack (1987) en.wikipedia.org/wiki/NetHack, elite (1984) en.wikipedia.org/wiki/Elite_(v, minecraft (2011), dwarf fortress (2006) en.wikipedia.org/wiki/Dwarf_Fo, rimworld (2018) en.wikipedia.org/wiki/RimWorld and many, many more

the fact that people are conflating procedural generation in game design which has a long and treasured history with "AI" slop is fucking tragic

in case it's not clear: procedural generation is a term used in game design whereby a human-authored algorithm takes a random seed value (a big random number like 123908516 for example) and deterministically generates game content from that. this does not involve training a neural network, these algorithms are painstakingly crafted by hand to create the desired output, do not require anyone else's content to make, and this technique is over 40 years old

Tenacious B (twoot.site edition)

@eniko The Deep Rock Galactic people recently posted an explanation of their cave generation which goes reasonably deep and shows pretty nicely how much human input is needed there.

In short: They do hand-made rooms and modify them, and take into account the mission type, biome and a bunch of other stuff.

(edit: link directly to post)

Mg. Jepyang ๐Ÿงโ€โ™€๏ธ :heart_sp_bi:

@bean @jiub @eniko sorry, iโ€™m just giggling about going reasonably deep into cave generation

Sin Vega

@eniko using a random number generator twice and multiplying the result vs flying a private jet to thousands of people who've generated a number, one by one, then copying the most common two and multiplying them

BogusMeatFactory

@eniko I can not stress enough how AI as a term has completely disrupted the industry entirely. What used to be how we defined npc and enemy behavior in a game is now used in a completely different way. Now anything generated by a computer is considered "AI", even though, as you said, it's something very specifically crafted. We defined it's rules and behaviors. We made the equations.

Kay Ohtie, Bat-Yote!

@eniko reminded of kkrieger which IIRC is procedurally generated for being one of those tiny filesize FPS games? I'd always heard it as such when I first learned about it 20 years ago

Chris Johnson

@eniko that technique was used in Moria circa 1978 on the PLATO educational computer system, too. So yeah, not โ€œAIโ€.

Shawn "Fruan" Poulsen

@eniko itโ€™s all human crafted game content; it just uses a stochastic compression algorithm

mirabilos

@eniko procedural generation is actual generation, while GenAI dies not generate anything, it just remixes the input and auto-completes its sludge into the output.

Xenotime (formerly Residual Entropy)

@eniko procedural generation can be fucking art

ai slop cannot

A major difference Iโ€™d sayโ€ฆ

M. The Crystalline Entity

@eniko I think the most effective game to mention is Minecraft, because of the near-universal familiarity.

They were building procedural-generation algorithms in 2012 and everything about world generation is procedural. In Java!

Itโ€™s a disgrace to conflate this with GenAI.

TrashBoat

AI is whenever computer does a thing

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