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by minimaxir 491 days ago
All of these are theoretical use cases and too infeasible/expensive to implement currently in video games, with the best tech demos of such genAI not being "interesting"/additive to the game experience and indistinguishable from AI slop.

The difference between genAI and procedural generation in gaming is that procedural generation is still strictly bound by rules and can be QAed/fixed if there are errors. Not so with genAI.

1 comments

That's a good point. I missed the procedural part and sort of jumped at the genAI bit. Their post was briefly my minute's muse.