seeing pushback against procedural generation as a result of alleged "AI" and that's really fucking sad
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seeing pushback against procedural generation as a result of alleged "AI" and that's really fucking sad
good procedural generation is hard. good procedural generation is bespoke and intentional. good procedural generation is artistic and creative. please don't lump it in with the slop generated through machine learning
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Eniko | Kitsune Tails out now!replied to Eniko | Kitsune Tails out now! last edited by
coming into my mentions going "but training machine learning algorithms is hard too weehhhh!" is grounds for a block. do not fucking do it
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Eniko | Kitsune Tails out now!replied to Eniko | Kitsune Tails out now! last edited by
this post has rapidly breached containment so im muting this thread for my sanity
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Eniko | Kitsune Tails out now!replied to Eniko | Kitsune Tails out now! last edited by
in case it's not clear: procedural generation is a term used in game design whereby a human-authored algorithm takes a random seed value (a big random number like 123908516 for example) and deterministically generates game content from that. this does not involve training a neural network, these algorithms are painstakingly crafted by hand to create the desired output, do not require anyone else's content to make, and this technique is over 40 years old
it's used in games like nethack (1987) https://en.wikipedia.org/wiki/NetHack, elite (1984) https://en.wikipedia.org/wiki/Elite_(video_game), minecraft (2011), dwarf fortress (2006) https://en.wikipedia.org/wiki/Dwarf_Fortress, rimworld (2018) https://en.wikipedia.org/wiki/RimWorld and many, many more
the fact that people are conflating procedural generation in game design which has a long and treasured history with "AI" slop is fucking tragic