TechCrunch News 04月07日 00:11
Microsoft releases AI-generated Quake II demo, but admits ‘limitations’
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微软发布了基于浏览器的《雷神之锤2》可玩关卡,作为其Copilot AI平台游戏能力的演示。虽然体验与传统游戏有所不同,但展示了AI在游戏领域的潜力。研究人员使用Muse AI模型,让用户通过键盘操作与模型交互,即时看到行动效果。尽管存在敌人模糊、计数不准、以及物体短暂消失等局限,但研究人员认为这也能带来趣味性。然而,游戏设计师Austin Walker批评这种方式,认为这误解了游戏的核心机制和魅力。他强调,游戏的好玩之处在于其内部运作产生的意想不到的情况,而仅仅模拟表象会失去这些乐趣。

🕹️ 微软推出了基于浏览器的《雷神之锤2》可玩关卡,作为Copilot AI平台游戏能力的演示。

🎮 研究人员使用Muse AI模型,允许用户通过键盘操作与模型交互,即时看到行动效果,实现了在模型内“玩游戏”的体验。

👾 尽管该演示存在一些局限性,例如敌人模糊、计数不准、物体短暂消失等问题,但研究人员认为这也能带来趣味性。

🤔 游戏设计师Austin Walker批评这种方式,认为这误解了游戏的核心机制,并指出游戏的好玩之处在于其内部运作产生的意想不到的情况。

Microsoft has released a browser-based, playable level of the classic video game Quake II. This functions as a tech demo for the gaming capabilities of Microsoft’s Copilot AI platform — though by the company’s own admission, the experience isn’t quite the same as playing a well-made game.

You can try it out for yourself, using your keyboard to navigate a single level of Quake II for a couple minutes before you hit the time limit.

In a blog post describing their work, Microsoft researchers said their Muse family of AI models for video games allows users to “interact with the model through keyboard/controller actions and see the effects of your actions immediately, essentially allowing you to play inside the model.”

To show off these capabilities, the researchers trained their model on a Quake II level (which Microsoft owns through its acquisition of ZeniMax).

“Much to our initial delight we were able to play inside the world that the model was simulating,” they wrote. “We could wander around, move the camera, jump, crouch, shoot, and even blow-up barrels similar to the original game.”

At the same time, the researchers emphasized that this is meant to be “a research exploration” and should be thought of as “playing the model as opposed to playing the game.” More specifically, they acknowledged “shortcomings and limitations,” like the fact that enemies are fuzzy, the damage and health counters can be inaccurate, and most strikingly, the model struggles with object permanence, forgetting about things that are out of view for 0.9 seconds or longer.

In the researchers’ view, this can “also be a source of fun, whereby you can defeat or spawn enemies by looking at the floor for a second and then looking back up,” or even “teleport around the map by looking up at the sky and then back down.”

Writer and game designer Austin Walker was less impressed by this approach, posting a gameplay video in which he spent most of his time trapped in a dark room. (This also happened to me both times I tried to play the demo, though I’ll admit I’m extremely bad at video games, especially shooters.)

Referring to a Microsoft Gaming CEO Phil Spencer’s recent statements that AI models could help with game preservation by making classic games “portable to any platform,” Walker argued this reveals “a fundamental misunderstanding of not only this tech but how games WORK.”

“The internal workings of games like Quake — code, design, 3d art, audio–produce specific cases of play, including surprising edge cases,” Walker wrote. “That is a big part of what makes games good. If you aren’t actually able to rebuild the key inner workings, then you lose access to those unpredictable edge cases.”

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