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  3. Palworld studio Pocketpair says its new publishing division won't handle games that use generative AI: 'We don't believe in it'

Palworld studio Pocketpair says its new publishing division won't handle games that use generative AI: 'We don't believe in it'

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  • pankuleczkapl@lemmy.dbzer0.comP pankuleczkapl@lemmy.dbzer0.com

    I think it can - procedural generation consist of procedures, that is elements designed by humans, which are just connected into a bigger structure. Every single template, rule and atomic object (e.g. a single room in a generated house) is hand-designed, and as such no matter what comes out the elements and connections were considered by a real human. On the other hand, generative AI is almost always some sort of machine learning, that is an approximation of what a good structure of something should be, but it is only a very poor, randomised approximation. You have absolutely no guarantees nor constraints on what might pop out of the model - that is my main concern with genAI, though the whole outputted thing looks reasonable, upon closer inspection it has a lot of inconsistenties.

    Jerkface (any/all)J This user is from outside of this forum
    Jerkface (any/all)J This user is from outside of this forum
    Jerkface (any/all)
    wrote on last edited by
    #17

    I think you are reading in the “designed by humans” part. Even when that is nominally true, the whole point of procedural generation is to create a level of complexity and emergence that the outputs are surprising and novel. Things no one expected are desirable. I think the distinction being drawn is not meaningful; in both cases, it is entirely possible and likely that no human being understands how a given output was arrived at.

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    • luciole (he/him)L luciole (he/him)

      Nonsense. Procedural generation is a rule-based deterministic system while generative AI is probabilistic and data driven. It’s fundamentally different.

      Jerkface (any/all)J This user is from outside of this forum
      Jerkface (any/all)J This user is from outside of this forum
      Jerkface (any/all)
      wrote on last edited by jerkface@lemmy.ca
      #18

      Okay, but (ignoring that procedural generation can also be probabilistic) what is the functional difference? The point I’m getting at is that you cannot banish the one without necessarily limiting the other.

      F 1 Reply Last reply
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      • O ottovonnoob@lemmy.ca

        As an amateur game dev, I believe AI will crash out for the public before it becomes truly useful for programming. I’ve heard colleagues try to use AI , but it often just creates more work. When the AI doesn’t know the answer, which is often. it makes something up, leading to errors, crashes, or hidden issues like memory leaks. I’d rather write the code correctly from the start and understand how it works, than spend hours hunting down problems in AI-generated code, only to never find the issue. Full disclosure I use Chatgpt to edit my dialogue as my English is not great.

        the16bitgamer@programming.devT This user is from outside of this forum
        the16bitgamer@programming.devT This user is from outside of this forum
        the16bitgamer@programming.dev
        wrote on last edited by
        #19

        My anecdote for AI and coding is that it’s a good replacement for google searching, especially when you are learning a new language.

        You need to understand the fundamentals first, but asking the AI how to do a task in C when you’ve only coded in JS is very helpful. It’s still wrong, but it’s not like Stack Overflow is more accurate.

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        • Jerkface (any/all)J Jerkface (any/all)

          Okay, but (ignoring that procedural generation can also be probabilistic) what is the functional difference? The point I’m getting at is that you cannot banish the one without necessarily limiting the other.

          F This user is from outside of this forum
          F This user is from outside of this forum
          fahfahfahfah@lemmy.billiam.net
          wrote on last edited by
          #20

          It’s less of a functional different and more of a moral one.

          Jerkface (any/all)J 1 Reply Last reply
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          • T theobvioussolution@lemmy.ca

            “We might deal in derivative IP, but it’s our derivative IP!”

            A This user is from outside of this forum
            A This user is from outside of this forum
            astralpath@lemmy.ca
            wrote on last edited by
            #21

            Derivative over generative any day if you ask me.

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            • luciole (he/him)L luciole (he/him)

              Nonsense. Procedural generation is a rule-based deterministic system while generative AI is probabilistic and data driven. It’s fundamentally different.

              Jerkface (any/all)J This user is from outside of this forum
              Jerkface (any/all)J This user is from outside of this forum
              Jerkface (any/all)
              wrote on last edited by jerkface@lemmy.ca
              #22

              Markov chains are both probabilistic and data-driven. For example. LLMs are not that far removed from markov chains. Should game developers be allowed to use latent spaces or is that too sloppy AI?

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              • F fahfahfahfah@lemmy.billiam.net

                It’s less of a functional different and more of a moral one.

                Jerkface (any/all)J This user is from outside of this forum
                Jerkface (any/all)J This user is from outside of this forum
                Jerkface (any/all)
                wrote on last edited by
                #23

                Content theft is a separate issue. We can agree to ban the fruits of content theft without drawing arbitrary technical taboos.

                1 Reply Last reply
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                • alessandro@lemmy.caA alessandro@lemmy.ca
                  This post did not contain any content.
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                  Palworld studio Pocketpair says its new publishing division won't handle games that use generative AI: 'We don't believe in it'

                  Pocketpair Publishing boss John Buckley says we're already starting to see a flood of 'really low-quality, AI-made games' on Steam and other storefronts.

                  favicon

                  PC Gamer (www.pcgamer.com)

                  S This user is from outside of this forum
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                  shinkantrain@lemmy.ml
                  wrote on last edited by
                  #24

                  We don’t believe in AI, says the developer of AI Art Impostor

                  I Cast FistI 1 Reply Last reply
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                  • S shinkantrain@lemmy.ml

                    We don’t believe in AI, says the developer of AI Art Impostor

                    I Cast FistI This user is from outside of this forum
                    I Cast FistI This user is from outside of this forum
                    I Cast Fist
                    wrote on last edited by icastfist@programming.dev
                    #25

                    With how badly that game was received, maybe they understood the point. Maybe

                    1 Reply Last reply
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                    • Jerkface (any/all)J Jerkface (any/all)

                      The difference between “generative AI” and “procedural generation” cannot be meaningfully nailed down.

                      I Cast FistI This user is from outside of this forum
                      I Cast FistI This user is from outside of this forum
                      I Cast Fist
                      wrote on last edited by
                      #26

                      You don’t need any preexisting training data for procedural generation

                      1 Reply Last reply
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                      • alessandro@lemmy.caA alessandro@lemmy.ca
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                        Palworld studio Pocketpair says its new publishing division won't handle games that use generative AI: 'We don't believe in it'

                        Pocketpair Publishing boss John Buckley says we're already starting to see a flood of 'really low-quality, AI-made games' on Steam and other storefronts.

                        favicon

                        PC Gamer (www.pcgamer.com)

                        I Cast FistI This user is from outside of this forum
                        I Cast FistI This user is from outside of this forum
                        I Cast Fist
                        wrote on last edited by
                        #27

                        Pocketpair Publishing boss John Buckley

                        Any relation to loss guy?

                        S A 2 Replies Last reply
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                        • I Cast FistI I Cast Fist

                          Pocketpair Publishing boss John Buckley

                          Any relation to loss guy?

                          S This user is from outside of this forum
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                          shinkantrain@lemmy.ml
                          wrote on last edited by shinkantrain@lemmy.ml
                          #28

                          Isn’t that Garfield’s owner

                          A 1 Reply Last reply
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                          • J jesus_666@lemmy.world

                            You’d think that that’s the one thing LLMs should be good at – have characters respond to arbitrary input in-character according to the game state. Unfortunately, restricting output to match the game state is mathematically impossible with LLMs; hallucinations are inevitable and can cause characters to randomly start lying or talking about things thy can’t know about. Plus, LLMs are very heavy on resources.

                            There are non-generative AI techniques that could be interesting for games, of course; especially ones that can afford to run at a slower pace like seconds or tens of seconds. For example, something that makes characters dynamically adapt their medium-term action plan to the situation every once in a while could work well. But I don’t think we’re going to see useful AI-driven dialogue anytime soon.

                            oce 🐆O This user is from outside of this forum
                            oce 🐆O This user is from outside of this forum
                            oce 🐆
                            wrote on last edited by
                            #29

                            You seem to imply we can only use the raw output of the LLm but that’s not true. We can add some deterministic safeguards afterwards to reduce hallucinations and increase relevancy. For example if you use an LLM to generate SQL, you can verify that the answer respects the data schemas and the relationship graph. That’s a pretty hot subject right now, I don’t see why it couldn’t be done for video game dialogues.
                            Indeed, I also agree that the consumption of resources it requires may not be worth the output.

                            P 1 Reply Last reply
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                            • oce 🐆O oce 🐆

                              You seem to imply we can only use the raw output of the LLm but that’s not true. We can add some deterministic safeguards afterwards to reduce hallucinations and increase relevancy. For example if you use an LLM to generate SQL, you can verify that the answer respects the data schemas and the relationship graph. That’s a pretty hot subject right now, I don’t see why it couldn’t be done for video game dialogues.
                              Indeed, I also agree that the consumption of resources it requires may not be worth the output.

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                              porous_grey_matter@lemmy.ml
                              wrote on last edited by
                              #30

                              If you could define a formal schema for what appropriate dialogue options would be you could just pick from it randomly, no need for the AI

                              oce 🐆O 1 Reply Last reply
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                              • S shinkantrain@lemmy.ml

                                Isn’t that Garfield’s owner

                                A This user is from outside of this forum
                                A This user is from outside of this forum
                                angrycommiekender@lemmy.world
                                wrote on last edited by
                                #31

                                That’s Jon Arbuckle

                                1 Reply Last reply
                                0
                                • I Cast FistI I Cast Fist

                                  Pocketpair Publishing boss John Buckley

                                  Any relation to loss guy?

                                  A This user is from outside of this forum
                                  A This user is from outside of this forum
                                  angrycommiekender@lemmy.world
                                  wrote on last edited by
                                  #32

                                  We’re all cousins, so probably?

                                  1 Reply Last reply
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                                  • T theobvioussolution@lemmy.ca

                                    “We might deal in derivative IP, but it’s our derivative IP!”

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                                    quovadishomines@sh.itjust.works
                                    wrote on last edited by
                                    #33

                                    To be fair Nintendo was heavily inspired by other artists work when designing Pokemon.

                                    K 1 Reply Last reply
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                                    • Q quovadishomines@sh.itjust.works

                                      To be fair Nintendo was heavily inspired by other artists work when designing Pokemon.

                                      K This user is from outside of this forum
                                      K This user is from outside of this forum
                                      kinggimpicus@sh.itjust.works
                                      wrote on last edited by kinggimpicus@sh.itjust.works
                                      #34

                                      Nintendo wasn’t “inspired” by shit. They made an ice cream cone a Pokémon. Keys on a ring? Pokémon. 8 varieties of elemental flavored dog? Check. Oh hey cool look a 2d image on a computer oh wait it’s actually a Pokémon. Dog? Cat? Snake? Bird? Horse? All Pokémon. IMO nothing in Pokémon is actually “inspired”, only ripped off.

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                                      • alessandro@lemmy.caA alessandro@lemmy.ca
                                        This post did not contain any content.
                                        Link Preview Image
                                        Palworld studio Pocketpair says its new publishing division won't handle games that use generative AI: 'We don't believe in it'

                                        Pocketpair Publishing boss John Buckley says we're already starting to see a flood of 'really low-quality, AI-made games' on Steam and other storefronts.

                                        favicon

                                        PC Gamer (www.pcgamer.com)

                                        tattorack@lemmy.worldT This user is from outside of this forum
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                                        tattorack@lemmy.world
                                        wrote on last edited by
                                        #35

                                        But… The developers of Palworld made a game featuring AI generated images.

                                        O 1 Reply Last reply
                                        6
                                        • K kinggimpicus@sh.itjust.works

                                          Nintendo wasn’t “inspired” by shit. They made an ice cream cone a Pokémon. Keys on a ring? Pokémon. 8 varieties of elemental flavored dog? Check. Oh hey cool look a 2d image on a computer oh wait it’s actually a Pokémon. Dog? Cat? Snake? Bird? Horse? All Pokémon. IMO nothing in Pokémon is actually “inspired”, only ripped off.

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                                          Z This user is from outside of this forum
                                          zahille7@lemmy.world
                                          wrote on last edited by
                                          #36

                                          They made Goth Mommy GF into a pokemon with “Gothita”

                                          How many sentient clouds are also pokemon? Or that one that’s literally just a balloon?

                                          I swear pokemon ran out of creativity by gen 3 - and I’m not even a pokemon fan.

                                          1 Reply Last reply
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