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by rasz 1830 days ago
The first link exposes the trick employed by your model.

>animation info and simulation data

but did your model learn any of that?

>explicit goal of the video you posted is to combat runtime constraints

The trick to motion mapping is feeding a lot of data with accompanying inputs to build an atlas you can reference during playback.

>first large-scale GAN successfully trained on GTA V

Its really cool. The problem I had is in the presentation. I immediately felt insincerity bordering on scamming the audience, because I assume someone working in this field would know how the sausage is made. From the YT clip: "the shadow and reflection works", "modeling of physics works". Do they? or did your model build an atlas of video frames it can play back according to the fed input? Im guessing weather/time of day was locked when recording training data - perfect shadow and constant sun position for a nice reflection. Searching for 1:1 matches of generated output in the training set would be interesting and pretty revealing.

2 comments

> I immediately felt insincerity bordering on scamming the audience

MFW I read this. Jeez man. Model size is 173MB. It didn't just memorize every possible combo.

How the hell you went from our excitement about a fun project we shared on YT to accusing us of "scamming" the audience I really don't know. What a terribly rude and hateful attitude you have =/

Don't take it personal. Commenters on HN are famous for dismissing successful ideas (remember Dropbox?).

I have one question: you mentioned that the training data was 100GB. Was it the same resolution as what is output by the model (ignoring supersampling)?

The people on this website are terrible sometimes.
I wouldn't call it scamming, but 173MB is not small at all. At the resolution of this model, you can easily fit the entire Titanic movie in 173MB. Maybe even have enough space for audio.

Furthermore no one is saying the model "memorized every possible combo". However imagine you have a set of keyframes (maybe even multiple fragments per frame) and you need to interpolate between them? Not that hard of a task, isn't it.

Models don't care about simulating our "intention" properly. They care about fitting the input in the simplest way possible. Think about a model like a lazy worker merely trying to look like it's working.

None of this makes NN less exciting, but it should inform us you can't go 0 to 60 in one step and hope the NN would have great insight about what it's doing.

We need models that make smaller conceptual jumps, i.e. models that understand 3D space, then models which understand transformations in 3D space, then models which understand citicscape, etc. etc.

It sounds like you and others are trying to clarify how this demo doesn't live up to your idealized, subjective expectations. Noone is claiming this to be a revolutionizing or even useful video game engine.

It's a neural network that recreates a limited, yet fully dynamic gameplay segment only based on player input. It's a really neat and fun project.

I think it's quite telling that you point to me about having idealized, subjective expectations and then describe the demo as "limited yet fully dynamic gameplay". It rotates the car to left or right depending on whether you press left or right.

It's super-interesting but it doesn't recreate limited fully dynamic gameplay. It doesn't recreate any sort of dynamic gameplay. That's your idealized, subjective interpretation.

The driving seems pretty dynamic to me. Maybe "fully" was a bit hyperbolic, as I can't really justify or quantify what that would entail. On the other hand, saying that it's not dynamic at all seems equally misguided. Also you seem to disregard the "limited" and "segment" qualifiers which was there for a reason.
> However imagine you have a set of keyframes (maybe even multiple fragments per frame) and you need to interpolate between them? Not that hard of a task, isn't it.

Intrestingly, the video artifacts of this model look somewhat similar to those from simple motion interpolation algorithms such as ffmpeg's minterpolate, especially during fast camera motion. https://ffmpeg.org/ffmpeg-filters.html#minterpolate

Edit: I generated an example with strong artifacts. Input: https://mscharrer.net/tmp/lowfps.webm Output: https://mscharrer.net/tmp/minterpolate.webm

Memorizing a static succession of frames with nothing actually being dynamic and interactive isn't the same challenge as this.
Accusations of scamming are serious. What evidence do you have? None as far as I can see. This is wrong and should be remedied.
I feel scammed when practitioner of the art tries to sell me on his model "learning physics of the simulation. Look, it even figured out where to put the shadow".
No one cares how you feel, come with proof before accusations. Otherwise you are just a troll
Have you seen the video? The author even goes as far as suggesting the technique might useful for (generating?) entire operating systems at https://www.youtube.com/watch?v=udPY5rQVoW0&t=853s. That's just wild.
No, that's just false. How about a direct quote?

I suggested there could be a "future where many game engines are entirely or even mostly AI based like this. Or even things like operating system or other programs."

The thought here was just a wondering of what the future might be and if we might have far more AI based programs.

I still think the answer is a strong yes, this is a glimpse into the future. No where did I say GameGAN would be that engine. You're just trying your hardest to hate.

I'd like my OS being deterministic, thank you.

> You're just trying your hardest to hate.

Manipulative much? I don't hate you (well, so far), you aren't being attacked, I'm just noting what a few informed people here don't like about your video. No, they aren't trolls. And, yes, everyone has different level of tolerance to exaggerations, of course.