I just want to dump some thoughts that might be interesting to someone:
I wasn’t really thinking of normal code, more like “story beats” - like that dog on the ledge. Output a language more like a “move here” / “activate this” language for characters and environments, simple stream of output token language that can’t “syntax error”.
A combination of e.g.dwarf fortress that generates story beats based on a simulation and outputs mostly text that is turned into visual elements. But that just as an example, basically any game / sim engine can be reduced to outputing text story beats. Then LLM turns the synthetic “A […] appears and wants to […]” statement into something of a story and then into graphics. Basically like a giant lever for storytelling. Something like that is going to be the new minecraft.
And it’s ALSO going to make streamers more redundant. Instead of some centralized dude talking in your ear you’d have a commentator a bit like in Portal or Bastion. Or you have a party of people / friends that comment or interact with the world.
Or e.g. a sim game based on the world of Pride and Prejudice where social interaction has important meaning and you manage your estate and dynasty and try to marry off your sons and daughters. All “filled out” with AI generated content based on relatively simple text output. Or more like a settler game.
Basically you could overcome the problem with “samieness” in procedurally generated games (e.g. Elite Dangerous) and fill it up with interesting things. But you would need some kind of basic narrative language that an LLM can generate without syntax errors and can be turned into logic facing the player. Like generating puzzles like in Myst.
Like your simulation spits out “you arrive at the temple of Ninkompub. The entrance is locked.” and the game engine generates visuals and puzzles and enemies or some weird guy demanding you answer 3 questions. You’d need to adapt and train special AI models and need training data but I can see it being possible in the near future.
Basically a game engine / game development system with a live “game master” to torture the player and try to keep him in a punishment simulation for as long as possible. And whenever the player wins or stops playing the AI is punished itself and mutated so it learns constantly and evolves under “theatrical selection”. So when AI finally becomes sentient and evolves into an AGI it already knows exactly what to do :D
It could also allow for easier multiplayer, because the story lines and game progress can be generated “on the fly” without both players having to be on the same linear / narrative path.
Now combine that with VR and something like an AI girlfriend in your party that is designed to manipulate the player and create emotional bonds like a tamagotchy and you have something really disruptive.
I just want to dump some thoughts that might be interesting to someone:
I wasn’t really thinking of normal code, more like “story beats” - like that dog on the ledge. Output a language more like a “move here” / “activate this” language for characters and environments, simple stream of output token language that can’t “syntax error”.
A combination of e.g.dwarf fortress that generates story beats based on a simulation and outputs mostly text that is turned into visual elements. But that just as an example, basically any game / sim engine can be reduced to outputing text story beats. Then LLM turns the synthetic “A […] appears and wants to […]” statement into something of a story and then into graphics. Basically like a giant lever for storytelling. Something like that is going to be the new minecraft.
And it’s ALSO going to make streamers more redundant. Instead of some centralized dude talking in your ear you’d have a commentator a bit like in Portal or Bastion. Or you have a party of people / friends that comment or interact with the world.
Or e.g. a sim game based on the world of Pride and Prejudice where social interaction has important meaning and you manage your estate and dynasty and try to marry off your sons and daughters. All “filled out” with AI generated content based on relatively simple text output. Or more like a settler game.
Basically you could overcome the problem with “samieness” in procedurally generated games (e.g. Elite Dangerous) and fill it up with interesting things. But you would need some kind of basic narrative language that an LLM can generate without syntax errors and can be turned into logic facing the player. Like generating puzzles like in Myst.
Like your simulation spits out “you arrive at the temple of Ninkompub. The entrance is locked.” and the game engine generates visuals and puzzles and enemies or some weird guy demanding you answer 3 questions. You’d need to adapt and train special AI models and need training data but I can see it being possible in the near future.
Basically a game engine / game development system with a live “game master” to torture the player and try to keep him in a punishment simulation for as long as possible. And whenever the player wins or stops playing the AI is punished itself and mutated so it learns constantly and evolves under “theatrical selection”. So when AI finally becomes sentient and evolves into an AGI it already knows exactly what to do :D
It could also allow for easier multiplayer, because the story lines and game progress can be generated “on the fly” without both players having to be on the same linear / narrative path.
Now combine that with VR and something like an AI girlfriend in your party that is designed to manipulate the player and create emotional bonds like a tamagotchy and you have something really disruptive.
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