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by h0l0cube
1773 days ago
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I've seen it before, and I've a basic understanding of GANs, I just don't see it being overly useful. This technique can make a really blurry simulacrum of an actual game, and that's really cool, but I'm not sure how it could be used to make a something both truly novel and coherent. There's plenty of low hanging fruit for AI within an engine, whereas using AI to be the entire engine is somewhat infeasible |
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Even just watching the video, I came up with several possible improvements to try out. Eg adversarial training, that would really hone in on the situations and aspects where the model is weak so far, like edge conditions; instead of just using normal gameplay as input.