Microsoft releases AI-generated Quake II demos, but accepts “limits”
Microsoft has released a browser-based playable level for the classic video game Quake II. This will act as a technical demo Microsoft’s Copilot AI Platform Game Features – With the company’s own admission, this experience is not exactly the same as playing a well-made game.
you can Try it yourselfNavigate a single level of Quake II for a few minutes before reaching the time limit.
in A blog post explaining their workMicrosoft researchers said the Muse Family of AI model of video games allows users to “interact with the model via keyboard/controller actions, quickly check the effects of the action, and essentially allow them to play within the model.
To show off these abilities, researchers trained models at the Quake II level (owned by Microsoft) Zenimax acquisition).
“Our initial joy allowed us to play in the world the models were simulating,” they wrote. “We were able to walk around Wonder, move the camera, jump, squat, shoot, and blow up barrels similar to the original game.”
At the same time, the researchers emphasized that this was intended to be a “research exploration” and should be considered “.Play the model Rather than playing the game. ”
More specifically, like the fact that the enemy is ambiguous, they acknowledge “limitations and shortcomings”, but the counters of damage and health are inaccurate, and most surprisingly, the model wrestles with the persistence of the object, forgetting vision for over 0.9 seconds.
In the researcher’s view, this is “a source of fun too. This allows you to watch the floor for a second and defeat or lay enemies.
Writer and game designer Austin Walker was so impressed by this approach that he posted a gameplay video that he spent most of his time I’m trapped in a dark room. (This also tried to play the demo to me, but I thought I would Very First person shooter is bad. )
Referring to a recent statement from Microsoft Gaming CEO Phil Spencer AI models help save games By making the classic game “portable to any platform,” Walker argued that this would reveal “a fundamental misconception of not only this technology, but the game’s mechanics.”
“Internal working of games like Quake, Design, 3D Art, Audio and more create specific play cases with amazing edge cases.” Walker wrote. “That’s a big part of what makes the game good. If you can’t actually rebuild the important internal mechanics, you’ll lose access to unpredictable edge cases.”