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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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flowerthief
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« Reply #460 on: July 08, 2022, 10:09:13 AM »

https://www.routledge.com/Procedural-Storytelling-in-Game-Design/Short-Adams/p/book/9781138595309
Procedural Storytelling in Game Design
Edited By Tanya X. Short, Tarn Adams

Have you or anyone read that and could review/summarize the main points?
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gimymblert
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« Reply #461 on: July 11, 2022, 01:14:30 PM »





Mark R. Johnson | Generating Procedural Inventory | EPC2022




Ilia Tonev | Worldbuilding Pipeline at Twirlbound | EPC2022

https://www.youtube.com/watch?v=huSlumDglvE
Johannes Richter | Create & Fracture | EPC2022

https://www.youtube.com/watch?v=coH9wb6s0Qc
Jack Glavimans | Houdini Slime Simulation in Unreal Engine | EPC2022

https://www.youtube.com/watch?v=p570CXrCmDQ
Robert Osborne | Building a City in the Matrix Awakens Experience | EPC2022

https://www.youtube.com/watch?v=yhFGX2xplNI
Joost van Dongen | Procedural Music Generation in Robo Maestro | EPC2022

https://www.youtube.com/watch?v=eE01Z-zc54U
Nikola Damjanov | Living Procedurally | EPC2022

https://www.youtube.com/watch?v=V-PIu3DgNME
Riley Miladi | Automated Physically-Based Animation Through Reinforcement Learning | EPC2022

https://www.youtube.com/watch?v=UjZ5nPwCCOk
Andrea Riccardi & Ole Greonbaek | How Proceduralism Helps Create Forza Horizon 5's Mexico | EPC2022

https://www.youtube.com/watch?v=u_cngCH5s6k
Marn Schokker | MusicXML Workflow for Houdini | EPC2022

https://www.youtube.com/watch?v=UHwslx6ux4k
Michael van den Berg | Improving Procedural Workflows in Unreal Engine | EPC2022

https://www.youtube.com/watch?v=NoW5yqPc11w
Len White | Procedural Techniques in Solar Ash | EPC2022
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gimymblert
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« Reply #462 on: July 11, 2022, 01:20:52 PM »

https://www.youtube.com/watch?v=xLVJP-o0g28?
The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022

https://www.youtube.com/watch?v=usJrcwN6T4I?
The Matrix Awakens: Generating a World | Tech Talk | State of Unreal 2022



The Matrix Awakens: Creating the Vehicles and VFX | Tech Talk | State of Unreal 2022




The Matrix Awakens: Blurring Interactive and Cinematic Experiences |Tech Talk| State of Unreal 2022

https://www.youtube.com/watch?v=h_dJtk3BCyg
The Matrix Awakens: Creating the Characters | Tech Talk | State of Unreal 2022


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gimymblert
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« Reply #463 on: July 11, 2022, 09:57:34 PM »




Puppeteering: Recording Animations in UE5 | Feature Highlight | State of Unreal 2022




Giving Personality to Procedural Animations using Math
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gimymblert
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« Reply #464 on: July 15, 2022, 11:52:17 PM »




Procedural Grass in 'Ghost of Tsushima'
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gimymblert
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« Reply #465 on: July 19, 2022, 08:52:38 PM »




Modbox OpenAI-GPT3 / Replica AI Scripting
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gimymblert
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« Reply #466 on: July 20, 2022, 06:40:46 PM »




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« Reply #467 on: August 28, 2022, 05:25:18 PM »

https://www.youtube.com/c/aarthificial/videos




Schrödinger's Levels - Astortion Devlog




Dynamic Conversations - Astortion Devlog #23

https://www.youtube.com/watch?v=TqfTFzWoljg
Taming Coroutines - Unity Tips


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gimymblert
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« Reply #468 on: August 29, 2022, 07:23:06 PM »




Procedural Generation of Everyday Sounds




Layer-Based Procedural Generation for Infinite Worlds

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gimymblert
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« Reply #469 on: August 29, 2022, 07:23:35 PM »




The Trick I Used to Make Combat Fun! | Devlog




Daggerfall and Procedural Generation - Finding Beauty in the Mundane
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gimymblert
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« Reply #470 on: September 07, 2022, 06:38:12 AM »

https://www.youtube.com/c/t3ssel8r/videos



Giving Personality to Procedural Animations using Math




Designing a Better Aim Assist for 2D Games
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gimymblert
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« Reply #471 on: September 07, 2022, 11:52:32 AM »

Someone made a game with midjourney
https://twitter.com/Nao_u_/status/1558595111147425792
use the translation tools of twitter to get the gist
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gimymblert
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« Reply #472 on: September 25, 2022, 02:24:00 AM »




How I made lipsyncing software in Godot
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gimymblert
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« Reply #473 on: January 30, 2023, 08:39:55 AM »




 DeepMind’s ChatGPT-Like AI Writes Amazing Screenplays!
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gimymblert
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« Reply #474 on: February 01, 2023, 01:47:33 AM »

Our local Ultima Ratio Regum
https://www.markrjohnsongames.com/2021/05/29/procedural-alcohol-generation/
https://www.markrjohnsongames.com/2021/08/31/0-9-august-urrpdate-procedural-weapon-and-shield-generation/
https://www.markrjohnsongames.com/2021/09/25/what-clock-should-urr-have/
https://www.markrjohnsongames.com/2021/11/29/procedurally-generating-treasure-maps/
https://www.markrjohnsongames.com/2021/12/31/ultima-ratio-regum-0-9-released/
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« Reply #475 on: February 06, 2023, 11:36:17 AM »

That grass tut was great, I found it too.
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« Reply #476 on: February 06, 2023, 02:29:25 PM »

Generating Procedural Video Game Dialog With the OpenAI API and Real-Time Text-to-Speech





NPC dialog lines are generated on the fly, different every time, facilitated by a custom prompt for each line in our custom Unity dialog editor.

Instead of writing the dialog directly, you tell the AI what kind of possibility space to write in, and give it some background. It’s sort of like prepping a kid for an improvisational play.

Speaking lines are sent to Google’s Cloud Text-to-Speech and processed live.

Read more details about this technique and its implications in the full post here: https://doomlaser.com/openai-api-generated-video-game-dialog-with-real-time-text-to-speech/
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« Reply #477 on: February 08, 2023, 08:41:15 AM »

Very cool, I think that the most interesting bits will be for observations about the game state. Even then you would want some kind of data to tell the AI that the user has done something weird so that the AI can respond like a real brain. Interesting write up.
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« Reply #478 on: February 11, 2023, 09:23:53 AM »

I hadn't share anything about LLM aside from story generation (offline generation, can be replicated using the services and manual prompts), because most of them would be online deployment, and we can't replicate it as offline locally on basic custom computer. Online LLM can be good to generate at dev time a massive amount of decent content though, like baking all the dialogues, all the quests, stories or any features these model can handle.

I think it can be done with smaller LLM that run locally, assuming a better "prompt whispering" that goes back and forth to a custom made inference engine. The idea is that small LLM are good enough to generate plausible sentence, and the difficulty with dialogue generation wasn't the generation, but the quality of the prose, generally stunted by heavy use of mad lib template and lack of contextual application of grammar. Using a small LLM could bridge the gap between a "robotically" hand made generation that sets the goals and human plausible sentence that adapt to the flow of conversation. Dialogue in game tend to be short answer, so the small context size of small LLM wouldn't be an issue, if we aren't expected the breadth of chat GPT, but focused context aware exchange. That is healthy limitation over flexing distracting out of scope possible discussion.

I think it's safe to assume we can generate ad hoc prompt command using mad lib that instruct the model to generate sentence that work within a context. We can also use such command to summarize the chatlog to keep context terse before generation. What's yet to be tested is parsing back sentences, from like the user input, using the LLM, to the hand made model data to be processed in deterministic way from the dev specification (and thus avoiding weird LLM chaos). That's all probably possible with fine tuning, which can be augmented artificially using bigger LLM, like they did with claude from anthropic (or chat gpt really).


But I don't have GOOD proof of concept to share right now.

Aside from ai dungeon, there is some rpg games that use LLM as inference engine for local world generation, but they work more like chaotic stream of consciousness, rather than generating data into coherent premade structure.

In more general term, after digging a lot into LLM model, I think it might be possible to create a LLM without neural network and probably better optimize. The gist is that the attention mechanics is basically a parser, and the neural network as the memory being parsed (as embedding, but also as classes in the FF), alternating layer of parsing and memory unit is what give the model it's strength (parsing tree structure). Basically we can see the activation have a very clear structure with the middle layer activation being distinct, it's highly probable that the middle layer encode inference, and the starting and ending layers encode parsing and generating. Turns out that the memory part of layer (the neural networks) are probably equivalent of statistical sorting of word class, then each layer abstracting further into topic class, which mean the inference manipulate high level concept then generate back by composing the statistical probability of class down to word class. That's something we already loosely do using techniques such as Ngram and bag of words, but these techniques don't deal enough with polysemy and ordering, because, when the research moved onto that, derp learning revolution happen and they used it (starting with ELMO) to deal with these issues, forever locking them in the neural black box. The thing is neural network are good when we don't know the statistical distribution of meaningful artifacts as input, the training allow to auto sort as a black box, noise from meaning. But we know the statistical distribution as input and output of a LLM, so there is no need for a black box strategy. We know that the statistical envelop of a word or a corpus give back meaning (such as word class and topic class), for example the word "the" has a more random envelop than word like xylophone, and word that have a high frequency of the word "the" in their proximity envelop indicate their class (noun) quite accurately.
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gimymblert
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« Reply #479 on: February 12, 2023, 06:12:28 PM »

CRASHcourse to understand the basics of LLM, explained as simply as possible




Word embeddings and semantics




 Vectoring Words (Word Embeddings) - Computerphile

https://jalammar.github.io/illustrated-word2vec/
The Illustrated Word2vec

https://www.youtube.com/watch?v=5MaWmXwxFNQ
 A Complete Overview of Word Embeddings




https://www.youtube.com/watch?v=-QH8fRhqFHM
 The Narrated Transformer Language Model

https://www.youtube.com/watch?v=sznZ78HquPc
 Attention - the beating heart of ChatGPT: Transformers & NLP 4

https://www.youtube.com/watch?v=dichIcUZfOw
 Visual Guide to Transformer Neural Networks - (Episode 1) Position Embeddings

https://www.youtube.com/watch?v=mMa2PmYJlCo
 Visual Guide to Transformer Neural Networks - (Episode 2) Multi-Head & Self-Attention

https://www.youtube.com/watch?v=TQQlZhbC5ps
 Transformer Neural Networks - EXPLAINED! (Attention is all you need)

https://www.youtube.com/watch?v=gJ9kaJsE78k
 Visual Guide to Transformer Neural Networks - (Episode 3) Decoder’s Masked Attention





https://www.youtube.com/watch?v=e9U0QAFbfLI
Cosine Similarity, Clearly Explained!!!

https://www.youtube.com/watch?v=AsNTP8Kwu80
Recurrent Neural Networks (RNNs), Clearly Explained!!!

https://www.youtube.com/watch?v=YCzL96nL7j0
Long Short-Term Memory (LSTM), Clearly Explained





https://jalammar.github.io/illustrated-gpt2/
The Illustrated GPT-2 (Visualizing Transformer Language Models)

https://jalammar.github.io/how-gpt3-works-visualizations-animations/
How GPT3 Works - Visualizations and Animations




https://www.youtube.com/watch?v=nv6oFDp6rNQ
 Hopfield Networks is All You Need (Paper Explained)

https://www.youtube.com/watch?v=_NMQyOu2HTo
 ROME: Locating and Editing Factual Associations in GPT (Paper Explained & Author Interview)

https://www.youtube.com/watch?v=qlB0TPBQ7YY
 Transformer Memory as a Differentiable Search Index (Machine Learning Research Paper Explained)



https://www.gamedeveloper.com/programming/beyond-aiml-chatbots-102?print=1
Beyond AIML: Chatbots 102
(old technique to contrast, but also could be useful to create scriptable LLM, by having a high level prompts management inspired by this, among other potential techniques).
« Last Edit: February 12, 2023, 10:31:31 PM by gimymblert » Logged

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