Diffusion Models Are Real-Time Game Engines

Fuente: arXiv
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Autori principali: Valevski, Dani, Leviathan, Yaniv, Arar, Moab, Fruchter, Shlomi
Natura: Preprint
Pubblicazione: 2024
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author Valevski, Dani
Leviathan, Yaniv
Arar, Moab
Fruchter, Shlomi
author_facet Valevski, Dani
Leviathan, Yaniv
Arar, Moab
Fruchter, Shlomi
contents We present GameNGen, the first game engine powered entirely by a neural model that also enables real-time interaction with a complex environment over long trajectories at high quality. When trained on the classic game DOOM, GameNGen extracts gameplay and uses it to generate a playable environment that can interactively simulate new trajectories. GameNGen runs at 20 frames per second on a single TPU and remains stable over extended multi-minute play sessions. Next frame prediction achieves a PSNR of 29.4, comparable to lossy JPEG compression. Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation, even after 5 minutes of auto-regressive generation. GameNGen is trained in two phases: (1) an RL-agent learns to play the game and the training sessions are recorded, and (2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions. Conditioning augmentations help ensure stable auto-regressive generation over long trajectories, and decoder fine-tuning improves the fidelity of visual details and text.
format Preprint
id arxiv_https___arxiv_org_abs_2408_14837
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Diffusion Models Are Real-Time Game Engines
Valevski, Dani
Leviathan, Yaniv
Arar, Moab
Fruchter, Shlomi
Machine Learning
Artificial Intelligence
Computer Vision and Pattern Recognition
We present GameNGen, the first game engine powered entirely by a neural model that also enables real-time interaction with a complex environment over long trajectories at high quality. When trained on the classic game DOOM, GameNGen extracts gameplay and uses it to generate a playable environment that can interactively simulate new trajectories. GameNGen runs at 20 frames per second on a single TPU and remains stable over extended multi-minute play sessions. Next frame prediction achieves a PSNR of 29.4, comparable to lossy JPEG compression. Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation, even after 5 minutes of auto-regressive generation. GameNGen is trained in two phases: (1) an RL-agent learns to play the game and the training sessions are recorded, and (2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions. Conditioning augmentations help ensure stable auto-regressive generation over long trajectories, and decoder fine-tuning improves the fidelity of visual details and text.
title Diffusion Models Are Real-Time Game Engines
topic Machine Learning
Artificial Intelligence
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2408.14837