{"id":14127,"date":"2024-09-08T18:27:40","date_gmt":"2024-09-08T18:27:40","guid":{"rendered":"https:\/\/dailyai.com\/?p=14127"},"modified":"2024-09-10T11:42:49","modified_gmt":"2024-09-10T11:42:49","slug":"is-the-video-game-industry-facing-an-ai-renaissance-what-are-the-impacts","status":"publish","type":"post","link":"https:\/\/dailyai.com\/nb\/2024\/09\/is-the-video-game-industry-facing-an-ai-renaissance-what-are-the-impacts\/","title":{"rendered":"St\u00e5r videospillbransjen overfor en AI-renessanse? Hva er konsekvensene?"},"content":{"rendered":"<p><strong>Forestill deg at du spiller det klassiske f\u00f8rstepersonsskytespillet DOOM, men med en vri: Spillet kj\u00f8rer ikke p\u00e5 kode skrevet av programmerere, men genereres i sanntid av et AI-system. <\/strong><\/p>\n<p><span style=\"font-weight: 400;\">Dette beskriver GameNGen, en banebrytende AI-modell som nylig ble presentert av forskere fra Google og Tel Aviv University.<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><a href=\"https:\/\/gamengen.github.io\/\" target=\"_blank\" rel=\"noopener\">GameNGen<\/a> kan simulere DOOM med over 20 bilder i sekundet ved hjelp av \u00e9n enkelt Tensor Processing Unit (TPU). <\/span><\/p>\n<p><span style=\"font-weight: 400;\">I denne prosessorenheten er vi vitne til f\u00f8dselen av spill som i bunn og grunn kan tenke og skape seg selv. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">I stedet for at menneskelige programmerere definerer alle aspekter ved spillets oppf\u00f8rsel, l\u00e6rer et AI-system \u00e5 generere hele spillopplevelsen underveis.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">GameNGen bruker en type kunstig intelligens som kalles diffusjonsmodell, tilsvarende dem som brukes i bildegenereringsverkt\u00f8y som DALL-E eller Stable Diffusion. Forskerne har imidlertid tilpasset denne teknologien til spillsimulering i sanntid.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Systemet trenes opp i to faser. F\u00f8rst l\u00e6res en forsterkningsl\u00e6ringsagent (RL) - en annen type AI - opp til \u00e5 spille DOOM. Etter hvert som denne AI-agenten spiller, registreres spill\u00f8ktene, noe som skaper et stort datasett med spilltilstander, handlinger og resultater.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I den andre fasen brukes dette datasettet til \u00e5 trene opp selve GameNGen. Modellen l\u00e6rer seg \u00e5 forutsi spillets neste ramme basert p\u00e5 de foreg\u00e5ende rammene og spillerens handlinger.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Tenk p\u00e5 det som \u00e5 l\u00e6re den kunstige intelligensen \u00e5 forestille seg hvordan spillverdenen vil reagere p\u00e5 hver enkelt spillers trekk.<\/span><\/p>\n<p><iframe loading=\"lazy\" title=\"GameNGen\" width=\"1080\" height=\"810\" src=\"https:\/\/www.youtube.com\/embed\/O3616ZFGpqw?list=PL3ZfMho22LwDvJSEKVBiwxNsVEqUTUmhJ\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe><\/p>\n<p><span style=\"font-weight: 400;\">En av de st\u00f8rste utfordringene er \u00e5 opprettholde konsistensen over tid. Etter hvert som AI-en genererer bilde etter bilde, kan sm\u00e5 feil hope seg opp, noe som potensielt kan f\u00f8re til bisarre eller umulige spilltilstander.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For \u00e5 bekjempe dette implementerte forskerne en smart \"st\u00f8yforsterkningsteknikk\" under treningen. De la med vilje til varierende niv\u00e5er av tilfeldig st\u00f8y i treningsdataene, og l\u00e6rte modellen hvordan den skulle korrigere og eliminere denne st\u00f8yen.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Dette bidrar til at GameNGen opprettholder visuell kvalitet og logisk konsistens selv over lange spill\u00f8kter.<\/span><\/p>\n<figure id=\"attachment_14134\" aria-describedby=\"caption-attachment-14134\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-14134 size-large\" src=\"https:\/\/dailyai.com\/wp-content\/uploads\/2024\/09\/aio-1024x466.png\" alt=\"\" width=\"1024\" height=\"466\" srcset=\"https:\/\/dailyai.com\/wp-content\/uploads\/2024\/09\/aio-1024x466.png 1024w, https:\/\/dailyai.com\/wp-content\/uploads\/2024\/09\/aio-300x136.png 300w, https:\/\/dailyai.com\/wp-content\/uploads\/2024\/09\/aio-768x349.png 768w, https:\/\/dailyai.com\/wp-content\/uploads\/2024\/09\/aio-1536x699.png 1536w, https:\/\/dailyai.com\/wp-content\/uploads\/2024\/09\/aio-18x8.png 18w, https:\/\/dailyai.com\/wp-content\/uploads\/2024\/09\/aio-60x27.png 60w, https:\/\/dailyai.com\/wp-content\/uploads\/2024\/09\/aio.png 1860w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" \/><figcaption id=\"caption-attachment-14134\" class=\"wp-caption-text\">GameNGens arkitektur. Kilde: <a href=\"https:\/\/gamengen.github.io\/\">ArXiv<\/a>.<\/figcaption><\/figure>\n<p><span style=\"font-weight: 400;\">Selv om GameNGen for \u00f8yeblikket fokuserer p\u00e5 \u00e5 simulere et eksisterende spill, antyder den underliggende arkitekturen enda flere spennende muligheter.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">I teorien kan lignende systemer generere helt nye spillmilj\u00f8er og -mekanikker underveis, noe som kan f\u00f8re til spill som tilpasser seg og utvikler seg som respons p\u00e5 spillerens handlinger p\u00e5 m\u00e5ter som g\u00e5r langt utover dagens prosedurale genereringsteknikker.<\/span><\/p>\n<h2><strong>Veien til AI-drevne spillmotorer<\/strong><\/h2>\n<p><span style=\"font-weight: 400;\">GameNGen dukker ikke opp isolert. Det er det siste i en rekke fremskritt som bringer oss n\u00e6rmere en verden der kunstig intelligens ikke bare bist\u00e5r i spillutviklingen - den blir selve utviklingsprosessen. For eksempel:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><a href=\"https:\/\/worldmodels.github.io\/\"><span style=\"font-weight: 400;\">Verdensmodeller<\/span><\/a><span style=\"font-weight: 400;\">som ble lansert i 2018, demonstrerte hvordan en kunstig intelligens kunne l\u00e6re \u00e5 spille videospill ved \u00e5 bygge en intern modell av spillverdenen.\u00a0<\/span><\/li>\n<li><a href=\"https:\/\/deepmind.google\/discover\/blog\/alphastar-mastering-the-real-time-strategy-game-starcraft-ii\/\">AlphaStar<\/a>fra 2019. er en AI utviklet av DeepMind spesielt for \u00e5 spille strategispillet StarCraft II i sanntid. AlphaStar bruker forsterkningsl\u00e6ring og komplekse nevrale nettverk for \u00e5 mestre spillet, oppn\u00e5 fremragende ferdigheter og konkurrere mot menneskelige toppspillere.<\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><a href=\"https:\/\/research.nvidia.com\/labs\/toronto-ai\/GameGAN\/\"><span style=\"font-weight: 400;\">GameGAN<\/span><\/a><span style=\"font-weight: 400;\">, utviklet av Nvidia i 2020, viste hvordan generative adversarial networks kunne gjenskape enkle spill som Pac-Man uten tilgang til den underliggende motoren.\u00a0<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">DeepMinds <\/span><a href=\"https:\/\/dailyai.com\/nb\/2024\/04\/deepmind-develop-a-foundation-model-for-building-2d-game-environments\/\"><span style=\"font-weight: 400;\">Genie<\/span><\/a><span style=\"font-weight: 400;\">som ble presentert tidligere i \u00e5r, tar ting et skritt videre ved \u00e5 generere spillbare spillmilj\u00f8er fra videoklipp.<\/span><\/li>\n<li aria-level=\"1\">DeepMinds <a href=\"https:\/\/dailyai.com\/nb\/2024\/03\/deepmind-demo-sima-a-generalist-ai-agent-for-3d-environments\/\" target=\"_blank\" rel=\"noopener\">SIMA<\/a>SIMA, som ogs\u00e5 ble lansert i \u00e5r, er en avansert AI-agent som er utviklet for \u00e5 forst\u00e5 og handle ut fra menneskelige instruksjoner i ulike 3D-milj\u00f8er. Ved hjelp av forh\u00e5ndstrenede syns- og videoprediksjonsmodeller kan SIMA navigere, samhandle og utf\u00f8re oppgaver i ulike spill uten \u00e5 ha tilgang til kildekoden.<\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">Alt dette peker mot en spennende fremtid der verdener kan utvides og reagere p\u00e5 spillerens handlinger med realisme og dybde.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Forestill deg rollespill der hvert eneste gjennomspill er helt unikt, eller strategispill med AI-motstandere som tilpasser seg p\u00e5 m\u00e5ter ingen menneskelig designer kunne forutse. Verdener som b\u00f8yer og b\u00f8yer seg etter karakterens reise. Dialog og interaksjoner som ser ut og h\u00f8res ut som ekte vare.\u00a0<\/span><\/p>\n<p>Midt i all begeistringen m\u00e5 vi ta tak i elefanten i rommet. AI-teknologiene som driver futuristisk spilling, truer ogs\u00e5 med \u00e5 fortrenge utviklere og designere.<\/p>\n<p>GameNGen peker mot en potensielt autonom fremtid for spilldesign og -utvikling. Og lenge f\u00f8r vi n\u00e5r det punktet, truer AI allerede med \u00e5 krympe utviklingsteamene i hele programvarebransjen, inkludert spillbransjen.<\/p>\n<p>Optimister hevder at dette skiftet kan frigj\u00f8re utviklere fra manuelt arbeid, slik at de kan fokusere p\u00e5 design og historiefortelling p\u00e5 h\u00f8yt niv\u00e5 innenfor disse nye AI-drevne rammeverkene.<\/p>\n<p><span style=\"font-weight: 400;\">For eksempel Marcus Holmstr\u00f6m, administrerende direkt\u00f8r i spillutviklingsstudioet The Gang, <a href=\"https:\/\/www.technologyreview.com\/2024\/09\/06\/1103707\/roblox-is-launching-a-generative-ai-that-builds-3d-environments-in-a-snap\/\">forklart til <span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\"><span class=\"noTranslate\" data-no-translation=\"\">MIT<\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/span><\/a><\/span><span style=\"box-sizing: border-box; margin: 0px; padding: 0px;\">\"I stedet for \u00e5 sitte og gj\u00f8re det for h\u00e5nd, kan du n\u00e5 teste ulike tiln\u00e6rminger.\" <\/span><span style=\"font-weight: 400;\">og fremhever teknologiens evne til rask prototyping og iterasjon.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Holmstr\u00f6m fortsetter: \"Hvis du for eksempel skal bygge et fjell, kan du lage forskjellige typer fjell, og du kan endre det underveis. S\u00e5 finjusterer vi det og fikser det manuelt slik at det passer. Det kommer til \u00e5 spare mye tid.\"<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Borislav Slavov, en BAFTA-vinnende komponist kjent for sitt arbeid p\u00e5 Baldur's Gate 3, har p\u00e5 samme m\u00e5te <\/span><a href=\"https:\/\/www.bbc.co.uk\/news\/articles\/cl44mv0jnv5o\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">mener kunstig intelligens kan<\/span><\/a><span style=\"font-weight: 400;\"> presser komponistene ut av komfortsonen og lar dem \"fokusere mye mer p\u00e5 essensen - \u00e5 bli inspirert og komponere dypt emosjonelle og sterke temaer\".<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Men for hver stemme som forkynner fordelene med AI-drevet spilldesign, er det en annen som ikke er like begeistret for utsiktene.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Jess Hyland, en veteran innen spillkunst og medlem av Independent Workers Union of Great Britain's game workers branch, <\/span><a href=\"https:\/\/www.bbc.co.uk\/news\/articles\/cl44mv0jnv5o\" target=\"_blank\" rel=\"noopener\"><span style=\"font-weight: 400;\">fortalte BBC<\/span><\/a><span style=\"font-weight: 400;\">\"Jeg er veldig klar over at jeg kan v\u00e5kne opp i morgen, og at jobben min kan v\u00e6re borte.\"<\/span><\/p>\n<p><span style=\"font-weight: 400;\">For noen er frykten for \u00e5 miste jobben i kikkerten, og det samme gjelder den grunnleggende kreativiteten i spillutvikling.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">\"Det var ikke derfor jeg begynte \u00e5 lage spill\", legger Hyland til, og uttrykker bekymring for at kunstnere kan bli redusert til redakt\u00f8rer av AI-generert innhold. \"Det som AI genererer, blir du personen som skal fikse det.\"<\/span><\/p>\n<p><span style=\"font-weight: 400; font-size: 16px;\">Og mens AAA-studioene kanskje ser p\u00e5 AI som et verkt\u00f8y for \u00e5 flytte grensene for hva som er mulig, kan bildet se helt annerledes ut for indieutviklere.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Selv om utvikling av AI-spill kan senke terskelen for \u00e5 komme inn p\u00e5 markedet, slik at flere kan realisere ideene sine, er det ogs\u00e5 en risiko for at markedet oversv\u00f8mmes av AI-generert innhold, noe som gj\u00f8r det vanskeligere for virkelig originale verk \u00e5 skj\u00e6re gjennom bruset.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Chris Knowles, en tidligere seniormotorutvikler i det britiske spillselskapet Jagex, advarer om at kunstig intelligens potensielt kan forverre kloning av spill, s\u00e6rlig p\u00e5 mobilmarkedet. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">\"Alt som gj\u00f8r klonestudioenes forretningsmodell enda billigere og raskere, gj\u00f8r den vanskelige oppgaven med \u00e5 drive et \u00f8konomisk b\u00e6rekraftig indie-studio enda vanskeligere\", advarte han.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Det er en motstand i emning. Den amerikanske fagforeningen SAG-AFTRA, som startet den skjellsettende Hollywood-streiken mot <\/span><span style=\"font-weight: 400;\"><span style=\"box-sizing: border-box; margin: 0px; padding: 0px;\">produksjonsstudioer i fjor, nylig\u00a0<a href=\"https:\/\/dailyai.com\/nb\/2024\/07\/sag-aftra-launches-strike-against-video-game-companies-over-ai-concerns\/\" target=\"_blank\" rel=\"noopener\">innledet en ny streik<\/a> over rettigheter til videospill. <\/span><\/span><\/p>\n<p><span style=\"font-weight: 400;\"><span style=\"box-sizing: border-box; margin: 0px; padding: 0px;\">Selv om streiken ikke ber\u00f8rer utviklere, har den som m\u00e5l \u00e5 forhindre at spillstudioer bruker AI til \u00e5 fortrenge ut\u00f8vere, som stemmeskuespillere og bevegelsesskuespillere, ved hjelp av AI uten rettferdig kompensasjon.\u00a0<\/span><\/span><\/p>\n<p>Sp\u00f8rsm\u00e5let er hvordan man egentlig balanserer AIs risikoer for bransjen med de potensielle fordelene for spillere og spill som et helt \u00f8kosystem? Kan vi virkelig hindre AI i \u00e5 revolusjonere en bransje som er stolt av \u00e5 flytte teknologiske grenser?<\/p>\n<p>Spillbransjen er tross alt en bransje som virkelig har v\u00e6rt avhengig av teknologi for \u00e5 utvikle seg.<\/p>\n<p><span style=\"font-weight: 400;\">Tidligere i \u00e5r snakket vi med Chris Benjaminsen, medgr\u00fcnder i AI-spill-startupen <a href=\"https:\/\/frvr.com\/\" target=\"_blank\" rel=\"noopener\">FRVR<\/a>, som <\/span><a href=\"https:\/\/dailyai.com\/nb\/2024\/05\/interview-chris-benjaminsen-co-founder-and-director-of-channels-at-frvr\/\"><span style=\"font-weight: 400;\">forklart for oss<\/span><\/a><span style=\"font-weight: 400;\">:<\/span><\/p>\n<p><em><span style=\"font-weight: 400;\">\"Jeg tror ikke verden har hatt virkelig brukergenererte spill enn\u00e5. Vi har hatt plattformer for brukergenererte spill der folk genererer UGC, men det har alltid v\u00e6rt begrenset av noen av mulighetene som plattformen st\u00f8tter, ikke sant? Hvis du har en plattform med en haug med maler for puslespill, f\u00e5r du en haug med puslespill, men du kan ikke lage unike spill p\u00e5 en plattform som bare st\u00f8tter maler. Jeg tror at kunstig intelligens kan forandre alt.\"<\/span><\/em><\/p>\n<p><span style=\"font-weight: 400;\">Benjaminsen mener at dette gj\u00f8r det mulig for folk \u00e5 drive spillutvikling fra grunnen av. Det fungerer som en motvekt til storskalautviklere som velger prosjekter basert p\u00e5 \u00f8konomisk avkastning.<\/span><\/p>\n<p><em><span style=\"font-weight: 400;\">\"I stedet for at noen f\u00e5 personer skal bestemme hvilke spill folk skal f\u00e5 lov til \u00e5 spille, \u00f8nsker vi \u00e5 la hvem som helst lage hva de vil, og s\u00e5 la brukerne finne ut hva som er morsomt. Jeg tror ikke de fleste i spillindustrien vet hva folk vil ha. De bryr seg bare om hva de kan tjene mest penger p\u00e5.\"<\/span><\/em><\/p>\n<p><span style=\"font-weight: 400;\">Det er et relevant poeng. Midt i alle omveltningene i bransjen m\u00e5 vi ikke miste den viktigste akt\u00f8ren av syne: akt\u00f8rene.\u00a0<\/span><\/p>\n<p>Fremskritt innen persontilpasset spilling, kombinert med at folk f\u00e5r muligheten til \u00e5 velge hvordan de vil spille, kan innlede en ny \u00e6ra med spilldrevne spillopplevelser.<\/p>\n<p><span style=\"font-weight: 400;\">Ja, utviklerjobber vil sannsynligvis bli presset, i likhet med mange andre jobber i de kreative bransjene. <\/span><span style=\"font-weight: 400;\">Det er aldri ideelt for folk \u00e5 miste jobben, men det er ekstra ille n\u00e5r disse endringene ogs\u00e5 g\u00e5r ut over kvaliteten p\u00e5 produktene de en gang elsket \u00e5 skape.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Det er imidlertid h\u00e5p om at AIs rolle i spillbransjen vil ha st\u00f8rre sannsynlighet for \u00e5 f\u00f8re til sunne resultater enn innen billedkunst eller film og TV. <\/span><span style=\"font-weight: 400;\">Spillutviklere kan ogs\u00e5 oppleve at det blir enklere \u00e5 tilpasse seg og jobbe sammen med AI-verkt\u00f8y i stedet for \u00e5 bli erstattet av dem. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">Dette st\u00e5r i kontrast til omr\u00e5der som musikk, der kunstig intelligens kan generere produkter som konkurrerer direkte med menneskelige artister. <\/span><span style=\"font-weight: 400;\">Den tekniske kompleksiteten ved spillutvikling kan ogs\u00e5 skape et mer komplement\u00e6rt forhold mellom kunstig intelligens og menneskelig kreativitet enn et rent konkurranseforhold.<\/span><span style=\"font-weight: 400;\">\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Til syvende og sist vil AIs innvirkning p\u00e5 spillutviklingen bli debattert i \u00e5rene som kommer. Som med alle andre kraftfulle verkt\u00f8y vil effekten avhenge av en rekke interessenter, fra spillerne til studioene.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Vil kunstig intelligens fortsette \u00e5 flytte grensene for interaktiv underholdning? O<\/span><span style=\"font-weight: 400;\">r vil vi tillate at den homogeniserer spillutviklingen og ofrer de unike visjonene til menneskelige skapere p\u00e5 effektivitetens alter?<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Svaret, i likhet med fremtiden for spillbransjen og mange andre kreative bransjer, er enn\u00e5 ikke skrevet. Men \u00e9n ting er sikkert: Kontrolleren er i v\u00e5re hender for \u00f8yeblikket.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Hvordan vi spiller p\u00e5 dette neste niv\u00e5et, vil avgj\u00f8re hvordan spillindustrien vil utvikle seg i generasjoner fremover.<\/span><\/p>","protected":false},"excerpt":{"rendered":"<p>Forestill deg at du spiller det klassiske f\u00f8rstepersonsskytespillet DOOM, men med en vri: Spillet kj\u00f8rer ikke p\u00e5 kode skrevet av programmerere; det genereres i sanntid av et AI-system. Dette beskriver GameNGen, en banebrytende AI-modell som nylig ble avduket av forskere fra Google og Tel Aviv University. GameNGen kan simulere DOOM med over 20 bilder i sekundet ved hjelp av \u00e9n enkelt Tensor Processing Unit (TPU). I denne prosessorenheten er vi vitne til f\u00f8dselen av spill som i bunn og grunn kan tenke og skape seg selv. I stedet for at menneskelige programmerere definerer alle aspekter av spillets oppf\u00f8rsel, l\u00e6rer et AI-system \u00e5 generere hele spillet<\/p>","protected":false},"author":2,"featured_media":14145,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[87],"tags":[467,105],"class_list":["post-14127","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-opinions","tag-gaming","tag-machine-learning"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Is the video game industry facing an AI renaissance? What are the impacts? | DailyAI<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/dailyai.com\/nb\/2024\/09\/is-the-video-game-industry-facing-an-ai-renaissance-what-are-the-impacts\/\" \/>\n<meta property=\"og:locale\" content=\"nb_NO\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Is the video game industry facing an AI renaissance? What are the impacts? | DailyAI\" \/>\n<meta property=\"og:description\" content=\"Imagine playing the classic first-person shooter DOOM, but with a twist: the game isn&#8217;t running on code written by programmers; it&#8217;s being generated in real time\u00a0by an AI system. This effectively describes GameNGen, a breakthrough AI model recently unveiled by Google and Tel Aviv University researchers. GameNGen can simulate DOOM at over 20 frames per second using a single Tensor Processing Unit (TPU). Within that processing unit, we&#8217;re witnessing the birth of games that can essentially think and create themselves. 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