#gameplay-ai
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Then you can create a Nav Query Filter for your NPC's which has a higher cost on NavArea_Slime
you can then set any npc that needs to avoid the slime to use that particular query filter
Thanks for the answer! You said the key part I needed to be been searching for, Nav Query Filtering, not looking around to change nav_obstacle
I found this great video for anyone interested https://www.youtube.com/watch?v=dDnHAUgaQQk
Today I show an often unknown but very useful tool for helping differentiate our AI movement.
ohhh tell me more! Any particular talks that caught your eye?
Well, a bunch of the neural radiance field papers are pretty interesting, I've got a MSc student looking at NeRF vs Photogrammetry failure conditions, so had a dig through those
There were like a few hundred papers on NERF from CVPR
the other thing is the new text->image generators like DallE2 and Imagen, those techniques are being applied to things like 3D mesh generation and Character generation
still really clumsy and shit, but I can see the direction of travel
Basic idea is pretty cool, you type in a text description and it spits out a 3D mesh generated from the text latent embedding
A few weeks ago I met with a professional character artist, he told me some artist are anxious about not just humans but also creatures are going to be generated by AIs in the future.. Do you think that techniques are eligible enough to create a witcher monster for example?
Personally, I can see the case for NeRF models being used alongside the CLIP guidance style stuff, then remeshed (because NERF's are just mathematical probabilities they don't have resolution)
I can see existence of metahumans depressed some of the artists
Yeah, honestly, the key is having some data to train on.. if you can think of somewhere we can capture multi-view images of witcher monster like things.. then we can NERF them and generate them
So for instance, video clips of witcher monsters ๐
or hell, just proper sculptures of witcher monsters captured as nerf models
all of this ML stuff just requires some way of having loads of data to train on.. if you can think of ingenious methods of doing that, you're onto a winner
all these text->image generators are just trained on large text->image pair datasets (470 million in Dalle2 if I recall), there's a public dataset called LAION5B with 5 billion images in now
I'm surprised with that amount of innovation, someone hasn't created a auto-retopology AI yet
there are tons of resources for getting them, what am I missing here?
Eren: there are ๐ just not great yet
autopo stuff in 3DCoat is actually pretty good, but not great
there are tons of websites of existing assets, couldn't all of those resources be used for training data?
Josue: copyright ๐
๐ฎ
i think google released some site with models that weren't too strict on copyrights
I was also thinking of InstaLOD, but none of them able to retopology a hard surface model
Honestly, I imagine companies like Quixel are going to dominate the market for datasets of 3D meshes
right
Its more likely that what'll happen is that some company like apple, that does 3D scanning, will actually use the data from the scanning to create a large dataset internally
did you guys see apple room scan?
i have not
not yet
one sec.
Latest feature for iOS/iPadOS with Xcode 14 RoomPlan framework for 3D panoramic room captures announced at WWDC22
Yeah, imagine a huuuge database of room layouts, with semantic tags for all of those objects, plus the dimensions and positions of the bounding boxes
now... here's the thing... imagine that room plan scan.. where you can use language prompts to change the content of the room, but maintain coherence of layout?
i.e. "make all my furniture made out of wool"
"replace all of my carpets with neon floors"
the apple stuff is pretty standard computer vision stuff
yeah that'd be super neat
the main thing here is how stable the bounds are.. its super clean
they're using the lidar to guide the bounds generator
really great idea
yeah, the iphones and ipads have a lidar scanner on
since the iphone X
i don't really use apple products so this is news to me haha
yeah, I avoid apple where I can, but they do have the money for some cool tech ๐
haha yeah that's true, im not a fan of how they go about doing things but 
Speaking of evil companies, meta's next headset is looking pretty damn nice too ๐
cambria yeah
do you know anything about the current state of BCI?
last I heard was that Valve was putting tons of money on researching that
but nothing else aside from that
but that's not my field, i just find it interesting
We had someone working on BCI, well, sort of.. there's a device which I can't remember the name of.. will come to me in a sec.. it measures brain blood flow
basically shines a strong IR light into the head, then captures that light with a set of sensors and builds a map of the blood flow
ohhh brain blood flow, that's different than the typical EEG devices huh
was that device expensive?
yeah, dammit, I can't remember the acronym it was like FMRI but clearly not that
yeah, device was expensive
our "cheap" one was 15k ๐
proper full head ones are like 100k +
fMRI is something that UX researchers were playing with (functional MRI) about 10 years back. It does what you describe (measure blood flow in the brain to deduce which parts of the brain are active).
FNIRS!
thats the one ๐ goddam it.. knew it began with an F ๐
functional near infrared spectroscopy
i bought a cheap eeg device
it was like 700
but turns out
if you have hair
they suck
haha
yeah, I had one of those too ๐
so i haven't been able to use it
they were shit
i know, what a waste
basically, they captured muscle movement in the eyelid area more than the EEG signal
totally useless
But you could play brainball ๐ https://www.youtube.com/watch?v=7I1RFJnOaTY
Brainball is Smart studio's (The Interactive Institute Sweden) first completely hybrid research project game. The players move a ball on a table by the sole use of their brainwaves. Encouraging competition through relaxation, the game objective is to score a goal on the opponent's side with the least possible action. The players' brainwaves cont...
proper EEG's have some pretty impressive sensors.. and you have to use contact gels
haha
Out-relax your friends ๐
have you guys tried out the OpenBCI devices?
they're super cheap
but i assume
sensors are shit
maybe if i shave my head
i could get some decent results
lol
The Brite is the only wearable fNIRS device worldwide that can measure the oxy-, deoxy- and total hemoglobin in every part of the head, e.g. prefrontal cortex, motor cortex, or visual cortex.
Watch how easy setting up your Brite!
More videos: https://www.youtube.com/channel/UC6K8TjErLGrO5wir6NiFn_Q
More info: https://www.artinis.com/brite
F...
Ours is a bit like that
Not really my thing though.. the researcher who was using it was also hairless ๐
This is more my thing ๐
I got my Mid Journey beta invite today.
lmaooo, dedicated reseracher!
ahh i got mine yesterday! 
I'm just setting up some code to do my own diffusion stuff.. so I don't have to use external services or google colab
this is with dall-e or midjourney?
those images were generated using disco diffusion
there's also a thing called centipede diffusion I'm going to explore over the weekend too
How come those image generating AIs become a trend in like.. almost one day?
A few months ago no one was talking about them
More people are getting access
this is amazing
and a few of them are commercial services now
Hello, do somebody know why is this navmesh so inaccurate?
because you didn't set it up right?
there's a cell size on the recastnavmesh that you can tweak for instance
but of course a finer navmesh will mean slower pathing
Also the character size will impact where the navmesh is.. it won't generate close than the agent width, otherwise your agents would intersect with geometry
Good one from today
what was the prompt?
I dunno ๐ didn't save it for those! ๐
hahaha
it definitely had science fiction market ๐
pretty sure it had brutalist megastructures in it too
i need to add this as part of my workflow when im game jamming
I'm going to try and experiment by posting some DallE images on IndieDB see if people spot them as not typical "concept art"
you could 100% fool me
God, I would love to see a pinterest thing that extrapolates from my pinboard.
I would be there commenting 'what's your artstation link'
disco allows you to feed it a seed image.. so I'm going to disco-ize some DallE2 prompts ๐
I played with the cell size for like 2-3 hours and I don't know what I did now, but it's working how it should, thanks!
๐
Thats the way with game AI ๐
I've actually started using generated images in my project pitching workflow.. so far has been super helpful
@ocean wren you never talked about Google AI becoming self aware, yet ๐ I'm getting suspicious ๐
two small funded projects using AI artwork to get the concept across
oh you say that? the general AI thing?
I'm really not that interested in that media bollocks ๐
ML isn't intelligence.. its a maths trick ๐
its what a load of ML people call a "function approximator" which is pretty damn accurate
when this is become something so normal 
for any function F, if we can feed it examples of f(X) for enough X's we can calculate an approximate F
thats all it is.. an arbitrarily complex F ๐
just a really cool useful F ๐
what is intelligence anyway? it's nothing more than some neurons communicate each other mathematically..
but since all of them can be explained functionally, and with values, wouldnt that provide same result?
its kind of an insult to intelligence to suggest that a few matrix multiplies is ever going to happen upon that ๐
theoretically, if you had infinite compute, then possibly.. but practically? not until we have fleshputers ๐
fine, fair ๐
I mean quantum computers might edge us a tiny bit closer.. in like 100 years
but this whole google guy thinking a language model is sentient thing is total PR bullshit
haha they actually made that claim??
I don't know why people can't just be amazed at the things that are possible, or very nearly possible now you know?
wow
Yeah, but it was probably more PR spin than actual story
some guy was testing a language model for hatespeech and he basically led it to give him answers that sounded human
because its a language model and it was trained to do that ๐
I don't know if it's PR, weirdly organized if it was... I think the guy who made that claim might just be a bit nuts lol
it was literally trained to be helpful and friendly, so it had the vibe and this guy thought it was sentient and started asking google's bosses to grant it rights
hahaha
That guy was an AI Ethicist, and his specific claim was that because the bot claimed to be human (edit: a person), that claim needed to be taken seriously.
if you read some of his discussion text, it was obviously leading
I honestly think it was a bit of a "I'm a very specific kind of researcher and I want people to pay attention to my niche" thing.
quite possible yeah
I dont think people like reality at all ๐ I think thats pretty much it
I dont think living in an information era makes people happy either
I mean, it wouldn't normally get traction, but the media and state of shit right now kind of lend it that "me too" thing
We can see AIs getting more benefit of it more than humans
I dont know, I love some of this AI tech
Google didn't help themselves by Streisanding the whole thing by suspending him.
I just want to use it for game production tasks ๐
I mean there's tons of issues with it ethically.. but dammit, I can haz pretty pictures! ๐
The question I keep asking myself, is why the games industry is asleep at the wheel with all of this
Day job me is excited by the possibllity of being able to allow for near professional quality, semi automated educational content creation. Hobby me would like to be able to have 'good enough' assets on demand.
I mean look at how poorly they treat mieszko ๐
Especially Epic 
Tbh I'd be really curious to see ML based layout systems
On the way ๐
We have a tool at work which is used to do layouts and pretty often certain elements repeat in them, eg. image on left, call to action in bottom right
Having it automatically suggest a layout for you would be like a 10/10 groundbreaking feature
or even automatically derive a layout from an existing layout for a different size
my summer is being spent doing UE based ML generative layouts
The iOS layout engine is based on a oonstraint solver, that due to runtime requirements, has a number of boundry issues. A fast ML based solution could revolutionize that part of UI design.
Yeah we're an ad tech company, we have a tool for creating what is called "responsive ads", basically ads which can be displayed in any number of sizes or shapes
oh you mean UI layouts?
so you can imagine a large portion of time for a designer goes into making sure the ad looks nice in various sizes, and laying them out
being able to get that even partially automated would be such a big deal
oh yeah, that is DEFINITELY going ML
Not ad-tech, but I do torture CSS for a living sometimes, so yeah, that part of the job would be wonderful to automate.
especially website stuff.. because you can scrape the living crap out of the web and nobody cares ๐
https://3k0ezklsacdme1qf1g16lf1b-wpengine.netdna-ssl.com/wp-content/uploads/2021/11/Hero-BG-16181B.mp4 I wonder if this will embed correctly
Okay it does
I mean imagine you just visit all the URL's with some poor people saying if they like the layout or not.. the ML trains on billions of webpages with different layouts.. learns the probability of that rating from the humans.. and bingo!
Yeah if we could automate parts of that that'd be a very big deal lol
Games eventually warmed to houdini for using PCG to assist content creation. I see a similar path for the rest of this in games.
Very much so
Nice! I might even have a MSc student who could do that.. I'll ask her
So don't quote me on this BUT i do believe that adservices provides already have data that could be used as annotation
hey all ๐ got a hopefully much simpler one than the last item that absolutely stumped me. I've got to be missing something.
I've got an AI that performs an attack while it is doing a MoveToActor call on the player.
On a successful hit, I call StopMovement() in it's controller, and then wait.
The character unexpectedly continues stumbling forward (and NOT towards the previous MoveToActor target) and I can't seem to find any reason why
@ocean wren but yeah definitely let me know :) thanks
She was originally going to do a templating project for me.. but she said she wanted to do some more ML work
Sounds like a nice project for her.. if she's not already figured out.. usually these students don't have a ton of imagination ๐
I'm teaching houdini come october ๐ should be fun
Yeah if something like this interests her we'd definitely be interested, we have a lot of demand for features that make it faster to build creatives and that's really the foundation of the whole tooling
are your lectures on youtube?
plus we have some big clients like NBC and Conde Nast so potential to see your work end up in use with some cool brands if she's into that sorta thing
no, we have to host them on the Uni video system.. which is terrible
I've got a meeting with her next tuesday, so I'll bring it up..
As with all student projects, hope for the best, but expect disaster ๐
hehe, we've had interns from university of british columbia and they've all been pretty sharp :)
Yeah, its hit and miss to be honest
but even if it doesn't end up with anything production ready, even having a better idea on how it might be achievable would be useful
I've got one second year undergrad that went off to italy to do game AI for some company ๐
right now we don't really have anything else than a vague idea of "this would be neat"
Yeah, it sounds like a neat use case for ML
You can ask her to email me at jani@responsiveads.com if she's interested
I believe she has a background in web UI, which is why it might entice her..
thanks.. I'll let you know if she bites with the idea.. honestly I don't like giving students contact until I've sussed them out. I'm supervising her over the summer, so will have a few weeks meetings before I inflict her on you ๐
Alright :)
Feel free to mail me if you have questions about it yourself, can make sure I give you as official of an answer as possible lol
Yeah, no worries, much appreciated
And it sounds like a fun project
I've got a few of them running over summer.. NeRF vs Photogrammetry, various ML ones etc..
Nice
A friend of mine was using a drone to do photogrammetry, scanned an entire small building with it, looked pretty good
I rather stupidly took on a really low paying job as a loss leader.. which I now regret ๐
Yeah, drone based photogrammetry and NeRF'ing are in my future this summer too
problem is, I can't run drones anywhere near here because we're surrounded by airfields
the UK's royal air force flies a ton of stuff in and around here
Oh, can't even fly at lower altitudes?
so no fun drone usage unless you drive for a while
nah, there's a 5km exclusion zone around airfields, and I think a bigger one around military airfields
and we have like 5 airfields in a ring around us ๐
This is where UK bomber command was based in WW2 for instance
US is similar. Drone operation without a commercial license is extremely constrained (and the fines for violation are 5 figures...).
most of the UK drone force flies out of waddington, which is 5 minutes from my house
I also live very close to military airport in Turkey, no one cares when I fly a drone though
But still if they catch me I can get in a trouble ๐
yeah, its the catching and trouble bit I want to avoid
on the upside, we have a load of local firms who do anti-drone technology development ๐
I'm just a regular 20 y.o. guy on their eyes but guess an university teacher shouldnt get caught like that ๐
yeah, it'd be bad ๐
although, my colleage did capture a drone video of our building ๐
Just a quick aerial video of the iconic Isaac Newton Building (INB). The home of Games Computing at the University of Lincoln. Not the nicest weather (it was raining) the building still looks great!
As we pan over the pond you see the arts buildings Nicola de la Haye, and Peter de Wint, and finally the Janet Lane-Claypon science building
can't you get a permission for a "research" reason?
Looks like a charm place
big curved glass building is where my office is
the place where has yellow lights?
uni here has a weird big ball outside of it lol
yeah, I don't think they're really yellow.. some weird optical thing on the glass maybe?
Honestly don't know. StopMovement will stop the current move. If you get any sort of movement input after the stop movement, you might get behaviour like this. If you're really stuck, putting a breakpoint in your movement controller to see where the the movement is coming from and working your way backward could help.
hmm. it's really strange, it's not going anywhere that any movetos are telling it to, it's just slowly lurching forward
How can I find a distance between two points on the nav mesh from blueprint? I expect I need these, but how do I get the relevant Nav Data? (And is there a more all-in-one node?)
are you asking how to find the points, or how to get the distance?
thinking my movement issue is somehow animation related
something in the abp
I have a simple EQS query that generates a grid of points and selects a navigable point, setting the value of a vector blackboard key to that value
I have some really weird behaviour though -- the query keeps failing even though ALL these points are perfectly navigable
that on its own might not sound very strange, eg maybe it's my query logic etc
but the confusing part is that when I debug the EQS engine code, the query works fine and my agent can path towards the found point
the act of breaking and stepping through some lines of UEnvQueryTest_Pathfinding::RunTest makes the query work
that somehow sounds time related
yeah strikes me as a race condition for sure
the issue obviously is that I can't tell why the query is failing because when I try to step through to debug the failure, it doesn't fail ๐ญ
Im wondering if anyone has seen an issue like this before with the EQS, or maybe someone has ideas about what could cause a simple pathing test to fail
unfortunately, i've been meaning to try to figure out how to use EQS, but I haven't yet. so i'm not too much more help. is it possibly running the query before the navmesh is available? kinda spitballing.
does it work if you run at slomo 0.1 or some such?
the navmesh is static and present -- after one EQS step-through subsequent queries stop working again, until I hit the breakpoint and step again
but that's a good point I'll try rebuilding the mesh just in case it's corrupt somehow
can you breakpoint the failure case, and work backwards from there?
no, because when I break, it doesn't fail ๐
so Im not even sure what the failure case is
so there's not a point in the code you're trying to debug through where there's like "return FAILURE" or something?
yeah I'll have to add some prints
usually I instrument the code from input to output and intermediate steps and just look for patterns of failure
this is all Im getting rn
@sudden citrus those videos you posted from Bobby have been great. I've had to watch them like three times but I'm feeling really pleased with how easy this ai system is to work with and expand now that I've got the groundwork in place
10/10 would recommend
Would be nice to package it up into a marketplace plugin after I get a bit further..
Cool! That's good progress
It's pretty nice to work with stuff when it's all separated out like that
though it did hurt my feelings when he said there's basically no gain to using an HTN... really wanted to try it out on an actual project
It's interesting. This system seems to be a lot easier for both very complicated and very simple behaviors. Like it was incredibly simple to add a look-at react behavior; and then on the other hand I was able to make a much more complex investigate behavior that I was having trouble with in my previous HFSM / BT approach
and although I haven't implemented everything yet the way Bobby described regarding dynamic behavior modification, I've got a clear path for that.. and once that's in place it will be extremely simple to do things like have a statue that initially is asleep but will wake up and start chasing you if you're too noisy
yep looks like it's root motion... the animbp is playing a "stop" animation when the guy is supposed to come to rest, but that anim has some root motion, so that causes velocity, which causes it to start moving, then it stops, which causes it to play the stop animation, which causes velocity, which causes ... etc
My major two critiques of the video is that:
- Not everything is explained in great detail of what the benefit is to the design choices for authoring.
- There's a lot of design choices made for efficiency-sake that conflate the issue for early prototyping
Both are actually the same issue. It's hard to know which choices are being made for workflow / vs optimizations.
But working through implementing it myself a lot of that is becoming clear
Oh, this reminds me. Does anyone have a good resource for Stealth AI audio barks?
The idea is that the detail will come from your game's needs
Sure, but there's already a lot of detail that comes from Bobby's experience shipping the system
also IMO it's great for prototyping - I'm going to implement it at work fairly early on so that designers can get used to it and not paint themselves into a corner too quickly
Yeah, 100% it is.
It's way easier to work with
Once the system is built, it's great
as a digression this is also I hate the idea of just leaving 5 designers to it in blueprint only, because "it's quicker to iterate on" - no it's not, not after 3 weeks when you have a bug
The way I built this up it's actually all still blueprint, but built on top of a AgentAIComponent
but every behavior, desire generator, and desire is a blueprint object
and the "actuation layer" is being handled by a BT
I think it could be strengthened for the kind of environment you're describing if the access pattern was more tightly controlled as Bobby describes
But would still have the ease of iteration of blueprint & BT
I'd say use BTs as behaviours
the actuation layer is BT tasks
BTs sequence behaviours
I suppose that's how I have it. There is a blueprint side to behaviors, but the purpose of that is to fill the blackboard with the needed info for the BT from the relevant goals
But the behavior decision making is outside BT
The BT itself is just a selector for ActiveBehavior == Patrol etc
Not really much other logic in there
and the blueprint side of the behavior handles target selection when for example you have multiple locations to investigate
I guess that last detail is why I'm thinking of BT as just the actuation. It's just the action-sequencer but is pretty dumb otherwise
The BTs role is basically as minimal as it can be
Oh wait no
you don't want a single behavior tree for it
every behavior should be its own BT which you just run from the decision maker
and prefill the blackboard if you want
a "hardcoded selector" is a bad idea
the goal here is to let people script their own behaviours in a single BT per each, and not expose any assets that should be set in stone but are actually editable
Right. The only reason I've got it all in one right now is because it gives me the ability to cancel a behavior midstream without me needing to basically rewrite that logic when switching BTs
Is it easy to do that? To stop a BT and start up a new one?
Having them actually be separate BTs would be better
Hi, in UE5 I Have an NPC go to a truck to pick up an object and bring it back, it seems to have a prefered side and instead of taking the blue path it takes the red path (some times, it changes when I re-run sometimes). How can I make it pick the side of the truck closest to the NPCs start position?
you would probably need to make the acceptable radius take into account the truck's size or find the nearest point on it
if you just move to the truck's position it would most likely attempt to move "inside" the truck which may result in it pathing in an odd way
but this is just a guess, you can find out if that's indeed the case for example by drawing a debug sphere to the point where it's trying to move to and seeing if it's indeed inside the truck
ok, add another hate to the list.. I hate linux now too ๐
yes, I already have it pick a location radius of 100, without that it bumped into the truck and never got there. Ill do the debug sphere and see what it thinks
goddam stupid goddam OS
@misty wharfThanks, I see the problem now ๐
was it moving somewhere weird?
each time I pick a random spot in a radius from the center of the truck, some times that spot is on the other side of the center, some times on the closest side, now that I see it it is pretty obvious why ๐
heh :)
and some times it does weird as stuff like this, the white sphere si the radius of the random location, the black vertical lines is the random spot it picked, the start pos is the red blob, but about 10 times as distant, and the NPC has gone to the front of the truck ๐คฃ
But it's cool, I can fix it now
is it possible to tell ai sight perception to ignore certain components?
Kinda depends on what you mean by ignore
You can implement IAISightTargetInterface on your actors to customize how the sight check is done on a per actor type basis
You can also just do checks in the perception updates
my character has a sphere attached to it, and i think the ai is detecting it
you probably need to change the sphere's physics to not accept visibility traces
you could add some sockets to the mesh of the truck, e.g. on the left/right door, find that socket location and use that as target location
I have done that with another actor and it works quite well
Hello guys, I'm trying to work with "Dynamic behavior Trees".... I found that I have to use behavior tree component (probably on the AI controller) my problem is that I no longer can set blackboard value from my character or controller... Any idea how I should do that?
finally got pytorch setup on my A6000 dev box
and have been generating images all afternoon (as you do)
Disco diffusion prompts are different than others, has a sort of painterly feel to it
My usual "man walking to brutalist megastructures" kind of thing ๐
Diffusion models are so cool
Reminds me a bit of a sort of high-res guild wars 2 vibe ๐
it's all abandoned places
less humans, more environment
and always combination of a specific types, i guess?
algorithm shows itself
man these are so cool, was this dev machine being setup in linux? @ocean wren
how much time are these taking to generate?
Yeah you just run the new one as you would on begin play
And that aborts behaviors on the current running BT?
That's just the prompts I gave the generator.. I avoid humans because its not great at them (other models are way better)
Linux yeah, although this is a colab notebook so would run in the cloud too (I run the colab locally on my dev box with an A6000 in it
you using ubuntu?
Generation time is a tricky one, because its a diffusion model, so it refines over time. This particular model does take a while to get any detail, but probably about a couple minutes currently?
yeah, ubuntu
okay that's not too terrible, i need to give this model a try, those results are impressive
if you look for "disco diffusion" you'll find a colab notebook, you can run it as-is
I just wanted to experiment a bit and not run out of colab notebook time ๐
Going to try some 1920x1080 generation today
it also does animation, but I've not tried that yet
Yeah i looked it up earlier. I need to get on my machine with GPUs before i try and do that
animations?
๐ฎ
so you could technically get a few frames of those cool environments you made
checking for one right now
I mean a load of them look like crap ๐ but you CAN get excellent results
haha
well
let me know when you get that pipeline working of going from generated concepts to actual 3d worlds
I'll be doing a demo video for the funded project where we show some of the ideas in prototype
i assume that probably won't be released publicly right
will do it in our new mocap room ๐ should be fun
well, its a prototype, so probably not.. but the company I work with gets a 12 month option on exploiting it
Advanced tips & many prompts: https://www.patreon.com/aiplague
Instagram: https://www.instagram.com/aiplague/
Twitter: https://twitter.com/aiplague
Audio: https://youtu.be/ktvAT6-pulc
Disco Diffusion
ooh, this guy has more
Advanced tips & many prompts: https://www.patreon.com/aiplague
Instagram: https://www.instagram.com/aiplague/
Twitter: https://twitter.com/aiplague
Audio: https://youtu.be/bfA6baQMs14
Disco Diffusion
i saw a music video generated with one of these models, i dont think it was disco diffusion though
Yeah, there's been a bunch of those recently
I saw a really nice one yesterday
ooh yeah, this guy has some really nice ones ๐
i found it, it was also made using disco diffusion, what are the odds lol
Disco has the advantage that it doesn't just do square images
I'm curious what resolutions it can get too.. will stretch my 48gb card today ๐
probably terrible ๐
all part of the process haha
Good prompt tuto here: https://www.youtube.com/watch?v=w7VFkU1zM30
The secret of cool images is not in "steps", but in prompts. This is an experimental science. There's no guarantee at all!
So we add "Artstation" and it feels good. But what about "Matte Painting", or even "splendid", or "4K"?
This little tutorial is for beginners. But then you have to move further. Interact with the results. Try risky words or ...
I like the painterly look of this model.. obviously trained on a lot of artstationy stuff ๐
Remember how you were telling me that you could use a GNN for setting the relationships between objects in an image and could directly use that as a rule-based placement module in videogames
is that already being done?
no, thats the current work, gnn's are generally being used though
im saving this, thanks!
GNN's are good for things where you want to prompt for completion, for instance they're used to suggest similar images on pinterest
and google uses them to suggest routes in google maps
we've used them for some network problems
they learn the structure of content and can then give probabilities for next most likely values
So the innovation is to just learn via an ensemble a scene description in the abstract and learn over that using the GNN
so just to further clarify that for myself, the output of the gnn will be the edge relationships, corret?
edge-level classification?
it'll be a graph recommendation
basically a scene description in another graph form
an extended PROSE language description
prose being a cinematography language
ahh okay, i was googling it but i couldn't get anything results that made sense lol
yeah, there's no current approach doing this
just parts
the closest is a paper called MetaSim2 by someone in Sanja Fiedlers lab at U Toronto
where they generate an unreal engine scene from a grammar
ahhh interesting
for creating driving simulation training data
im having some trouble understanding certain concepts here
they used RL, but I'm taking a different approach to the graph generation part
its basically a graph probability "given graph X, what would the resultant complete graph X' be"
i found the paper
yeah, only for metahumans and scene content in general
Okay so i guess the part that im a little confused is
what would be the input to the GNNs
so you'd give it a description of the components you extract for your ensemble of models, those would be your nodes
the input to the GNN's is a timeline of graphs which describe each frame of a film
I assume you wouldn't provide edge information?
yeah, you would, the edges are the relations between the entities
so for instance, you have a scene in a movie where two actors are arguing
the graph would have actor A, actor B and edge relation "arguing"
right
now obviously, there's more in a scene.. but you get the picture.. might have object "glass of water" with relation "on top of" and object "desk"
So we build as complete a graph as possible, for every frame
forms a timeline of graphs, basically just a whole load of spatio-temporal graphs
and then feed that to the GNN
yup i follow so far
then at runtime, you provide a partial graph in the editor.. say you add a desk to the scene
the partial graph prompts the GNN for completion and it has high probability of "glass of water" with relation "on top of" and object "desk" so it suggests a glass of water should be on the desk
So as you edit the scene, it reworks the probabilities for graph expansion
based on the scenes it was trained on
I see
that's super neat
and you could directly grab that output and use it for automation of asset placement
The biggest hurdle, is that there's lots of noise in the initial graphs, because the ML models aren't 100% reliable yet
i know we talked about datasets for these kind of problems before and how there exist frame by frame annotation
yeah, well, in this case we use the GNN to generate a graph in a new grammar called Scene Description Language, which is an extended PROSE grammar (prose came from Rene Ronfard)
does that also include the metadata necessary for relationship between entities in the frames?
and then parse the SDL into an unreal engine generator and bishbashbosh
yeah, it includes the relationships and how they change over time
ohh i see
usually they wont change
that's so cool
glass on top of desk is unlikely to change, unless someone picks up the glass and throws it ๐
So the funky part, is that all of this can be done using natural language
thanks to huggingface and others
i love hugginface
explain this to me?
in a rather convoluted pipeline that goes something like this...
you take your voice from the microphone
pass it to azure cloud to do speech to text
pass the text to huggingface to do entity extraction etc
use that as the input prompt to the GNN
and then the GNN generates the SDL and the SDL gets parsed and rendered
the huggingface stuff might also be microsoft's gpt3 language model too.. havent fixed that one yet
is this really as effective as it sounds?
of course not ๐
haha
its like.. you ever seen steamboat willy? the really early disney animation?
yeah, so you know its utter crap right?
well, we're at that point with this stuff... its going to be janky and not work a lot
but will improve rapidly
I wonder if you could describe a scene in whatever way you want. And then use gpt-3 to parse it into SDL format
yeah it's pretty awesome seeing how all this stuff changes so rapidly
I guess if you could fine-tune gpt3 on SDL examples.. but gpt3 takes a supercomputer to host ๐
Yeah that's true
there are language models being trained for open source.. currently a 175bn param one
but who knows, maybe gpt3 is really good at one particular sdl type where you could get that sort of description
I reckon fine-tuning could work.. but thats a project for later
honestly, just getting a few examples working is the main goal
you're talking about umm gpt-j or one of its variants?
enough to give a demo and record it ๐
eleutherAI i think is the group
no, there's a uni with a big cluster doing it.. can't remember the name of the project
but they're doing it specifically for open source access
not this one? https://www.eleuther.ai/
these guys are also doing open source ones
eleuther are doing image generators too ๐
yeah that'd be super cool
it's so hard to keep track of this
you use something to track latest and greatest research?
i've been told to just follow certain people on twitter
semantic scholar, twitter ๐
ah got ya
I usually have a pass over papers from the main conferences like CVPR, NeurIPS and Siggraph
but usually I let others do that and I follow them on twitter or youtube or whatever
i go through the titles of those presentations as well
There's a few key academics whose research groups all post stuff on youtube, so I follow their labs
people like Michael Black, Andreas Gieger, Matteas Neissner, Sanja Fidler etc.. basically profs that I like ๐
for PCG?
kind of a mix of things.. Michael Black's lab does PCG for humans
Gieger and Neissner are both ML + geometry guys
Fidler is working with NVIDIA on interesting ML stuff
I also attend conferences virtually
like FDG and Siggraph and the like
you can usually get free access to a tiny bit of the content
but yeah, its a huge graphics conf, so worth paying for
does your university coffer fees if you want to get the full experience?
or access to content thats paid?
used to.. but not so much now
have to pay for myself, or get some grant money from somewhere

if you've got a paper at a conf, they'd usually pay
i am going to ask for money for memberships
BUT, you have to pay the goddam conf/journal to publish.. its so crazy
really??
So they charge you money, for you to do the work..
wth
they say its for "publishing" costs
and admin
which is horseshit
because we all review for these things for free
and everything is electronic anyway
its how elsevier and springer make so much profit.. total scam
and then some publishers hide the papers behind paywalls
exactly
and i've been told that the author doesn't even receive anything if someone ends up paying for it
insane
although, to be fair, most are publically available, because these days funders require versions of papers to be public access
yeah, you don't get diddly
its completely crazy
But then the politics of academia are crazy anyway
Save yourself ๐
you have a phD right?
No, this is me completing it ๐
ohhh
came from the games industry
how long do you have left?
a couple years
so excuse my ignorance here so correct me if im asking the wrong question
do phD's need a thesis? and if so, what is yours?
yeah, there's different types of PhD, by publication (a summary of a bunch of papers) or by thesis (a big thesis)
My thesis title is long and I can never remember it, but it is basically about generating emotional digital actors ๐
Interesting
basically actors for the holodeck
What's that suppose to do with holodeck?
i.e. janet murray's version of a new immersive media
speaking of the holodeck
i remember talking to some defense people
and they were basically asking for someoen to make the holodeck
lol
holodeck is shorthand for immersive virtual world ๐
Google says the Startrek TV series thing
I don't mean actually holographic rendering or anything
how many years into your thesis do you have so far?
yeah, think of it like the star trek thing, a world where you have an utterly believable surrounding, but where that could be anything
good question.. I've been working on this stuff since 2004 ๐
but technically, I'm 2 years in
wow, that's a long time. I assume in your research you must have tried a few different ideas/approaches for emotional humans right?
I had a long time to think about it, worked on some adjacent projects, but started the PhD at my new uni two years back
Yeah, I was trying to use the traditional game AI methods at first
i.e. create an emotional model and do some game ai characters that can enact them via animation
are we referring to demonstration emotional expressions through animations, speech, text or all of the above?
I worked on Ground Branch for a bit to understand how people respond to movement
but ultimately, I came to the conclusion that game AI approach is too hard and ML is likely to be more of a factor
all of the above yeah
multi-model display
ohhh nice
I mean think of a less stupid looking version of Michael Mateas's Facade ๐
that was my initial approach
I'd like to hear more about this if you don't mind
what was your emotional model compose off, did you have a list of triggers to emotions (things happening in the environment, that could trigger specific emotions?)
haha i have a friend who is very interested in facade
Support AI and Games and help the show grow by joining my Patreon:
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2005's Facade is a cult classic: a quirk interactive drama where players visit the apartment of Grace and Trip only to get caught up in their marital drama. Released in 2005, it subsequently became a hit in the YouTube Let's Play community...
I mean it has some interesting ideas, but I can't deal with the graphics ๐
i've seen this video a few times haha
its probably still state of the art sadly
well with gpt-3 being out
i've seen some pretty cool stuff being done with that
giving game ai a little bit of personality purely through seeding the ai with an initial prompt
"you are construction worker having a bad day..."
and that sparking off personality when you try and interact with that AI
yeah, there's some good snippets of useful stuff out there
but fundamentally, its just too much work ๐
oh yeah
Microsoft paper on why ๐
"Its unweildy and it takes a lot of time" ๐ perfect assessment imho
Don't mean to interupt the conversation. Giving Ai personality are usually including dynamic dialogue isn't it?
yeah, there's lots of things you need
And i think there was a chat about it here on having million dialogues on Valve's old game?
How is it even possible to store million dialogues?
yeah, valve's dialogue system was good, it combined voice lines and animations along with reactive prompts
Can UE even store millions of dialogues though?
millions of dialogues, try billions ๐
this is a good read
modern ML language models work across billions of items
Hmm..
Forget about million dialogues. I still unsure whether UE can store million vectors with less memory.
if you look at large language models like GPT3
part of the value of ML, is that it is reasonably good at dimensionality reduction
you learn whats called a latent space, which is fewer dimensions than the original inputs
and it learns to cluster similar items
so you get a representation that's pretty small, but represents a huge amount of data
Hmm.. too advance for my brain
Here's an eeasy example.. imagine we have a sentence "the cat sat on the mat", we could turn each word into an index value 0,1,2,3,4 etc
oh speaking of models and games, what does your current model <-> unreal pipeline look like @ocean wren ?
Wait. If that really works well. Then even much easier to store billions Vector3 in UE with less memory?
each "the" would have the same index value
You wouldn't store vectors, you'd store a model in ML form and generate the vectors
I think i get it that part. As theory. Thanks
it wouldn't always generate the exact thing, but it'd stastically generate something similar
What is it like for UE's version of ML form, please?
UE doesn't really have it yet
Uh too bad then
Thank you. I won't interupt your chat with Josue any further. My apologies
haha no worries
Its complicated.. its a few thousand movies -> into a kubernetes cluster running dozens of ML models over each frame, into a OpenTimeLineIO timeline of graphs
This is stuff I'm working on currently
Well there is that Neural Network Inference (NNI) plugin, that allows you to load models into unreal, but there's still work you have to do
did you build out the kubernets cluster training framework?
the reason i ask
Yeah, until its properly debugged and documented, I wouldn't bother ๐
in this paper you linked
some RL reserach mentioned they started out with a kubernets framework and then switched over to rllib
Ping me once you launch it or something. Interested to see though i am not sure what i could use for.
i don't know much about rllib
i already spent like 3 hours going through the source code...
Yeah, I am still finishing it, I mostly kubernetesized the MovieNet codebase and extended it
hahahaha
im used to working with code with 0 documentation
i work in a small company where people don't like to write documentation lmao
Hahaha.. but that's just bad for an engine company
i know 
plus.. my bet is that it won't actually work most of the time ๐
Unity ML agents has an issue with the same thing
kind of works, kind of doesn't
which part won't work?
are you talking about the parallelization of training?
I'm not doing RL though, for this at least.. so its easier to kubeflow it ๐
Wait. Marketplace is selling some NN plugins to let you load such things i just recall
yeah they have one that is simillar to the one that ue5 just released, that one is documented
i think it was a bit pricey though
But like Josue said, need some work still
Had a student working on demonstration learning for level playing.. some of it worked, some of it seems broken
Uh i see
ohhh got ya
i'm interesting in parallelization for RL training for multiagents
I don't think its a great idea to run ML models on the same GPU you're rendering with ๐
Did you buy it btw? @hallow flint
its probably fine at edit time, but I wouldn't do it in a game yet
i did not, i just looked at the ue5 released version
Noted.
The Ark Raiders guys wrote their own kubernetes RL training stuff
You pinged wrongly
yeah i think you can run headless though. But I haven't actually done any metrics
Yeah. I saw Embark studios, right? Bunch of EA former staffs too
im building one too
but now after going through this paper
yeah, the SEED EA R&D team got poached ๐
im wondering if i should check out this rllib stuff
check it out and report back ๐
One of them was in this UE discord btw. I think he left this discord because he is seeing too much crazy questions like making game into gpu which should not be.
I will, ill read up on it tomorrow
He is really genius. He made that volumetric cloud in old BattleField games.
speaking of building training framework and pipelines, i was reading this gdc talk
might be of interest
The tldr; is
well let me grab a relevant screenshot
for those that are interested in architecture
How does that work? They store all the training into controller?
Ubisoft show cased the AI animation with nice physic
In the first image. The training and storing of the model is happening outside the game Engine.
I don't see what advantage that brings?
On the second image, they basically said that it's better if that model and the underlying framework should happen inside the engine
other than eating GPU ๐
I believe the advantage of the second architecture is that it facilitates things in production?
i'd have to give it a second read
Hmm, but you'd have to copy your weights as they train
so you'd have a copy on both ends
Right, i think this is a way of abstracting the training/metrics away from the gameplay logic
So I'm personally doing it the way the first picture is doing it
and to make a model trained in python into a runtime thing, you just run it via torch C++ ๐
yeah, the first method seems so much more rational
its also how Unity agents does it
well now you can just run it in onnx too, all built into unreal 
Yeah i think so too. well im not building agents for videogames, i hope to eventually try them out on real robots
true, same idea though right.. build a trained model, load it from some optimized version and run it via C++
yeah
Oh we don't really focus on low level control
we mostly do high level behavior training
high level tasking
gotcha
I thought I had a simple question behavior tree related or maybe I didn't formulate it properly but... I'd love some help
TLDR: If I use behavior tree component on my AI controller how can I use "Set Blackboard Value" from by pawn or AI.... It seems I can't use the "get blackboard" node anymore ?
Use "GetAIController" on the character and then call a function on it to set the BB value
SetBlackboardValue only works on AIController because its got a blackboard, the other classes like character and pawn don't
so you need to get the AIController that is controlling them and ask it to set the BB value
this work from a pawn for example
So what is the difference in types of actor from your first example to your second?
You can't just stick a brain component on anything
the framework has some C++ code to handle the component creation
its a bit of a weird design imho
The easy way is to use behavior tree like this it works no problem.... I have a hard time using the behavior tree component... I have no problem digging in the C++ but I thought it was not required here
Well, if you use the usual setup of Character + AIController than it'll work
or Pawn + AIController
anything else, you'll need to dig into the code to see how its setup in C++
I have a character + AI
my amazing implementation in AI Controller ๐
it's just I can't seem to be able to set any blackboard values
What error do you get?
Blueprint Runtime Error: "Accessed None trying to read property Blackboard". Node: Set Value as Object Graph: EventGraph Function: Execute Ubergraph BP AI Controller Blueprint: BP_AI_Controller
this example should definitely work
why not "get blackboard" node?
Behavior tree component is the only way to work with dynamic subtrees
Hmm, I haven't played with that myself
I'm guessing that "run behavior tree" kinda add a behavior tree component ...
not sure
@ocean wren okay so now i see the benefits of using rllib for setting up your training framework. it already provides a custom template for connecting to your external (unity, unreal, or other game engine) directly into their extensible framework. This is pretty neat. It handles a lot of the troublesome issues with networking that are usually involved. https://docs.ray.io/en/latest/rllib/rllib-env.html#external-agents-and-applications
Yeah, apparently it runs in kubernetes too
But not really that useful for my purposes to be fair, I'll pass it onto my students who express an interest though ๐
haha i might play with this on my own free time
my own use case is far more about video throughput and ML efficiency than it is the networking bit ๐
i am already too committed to my other solution haha
ahhh
i have been fighting with docker networking so much this last week
not fun
plus, I don't trust code until its been battle tested for a while
yeah, docker is a pain
k3s, k3d ugh ๐
i fix one networking thing in it, and another breaks
i haven't tried this out, should i be using this?
had some frustration yesterday trying to get nvidia drivers and pytorch working properly
k3s is basically a mini kubernetes env
i am getting tired of doing everything in the terminal
my brain can only hold so many linux commands
for low-power device work, but good enough for my purposes
oh god
that is the worse
i've literally broken a few computer at work
because of gpu drivers
i just threw them back to IT
its amazing, so many people doing linux ML using nvidia and yet its like the most janky shit in the universe to install ๐
its almost like python "engineers" are unable to do ux ๐
I hate it with a passion
i have no choice
all of these stupid fucking arcane command line things
i've also been hating windows lately
lhsw -C network what???
yes 
yeah, its the worst of both worlds
hahahaha
usability constrained by stupidity and functionality constrained by usability ๐
okay same here
I'd nuke it all from orbit if I could
๐คฃ
its all just bad
my manager really likes c#
maybe we'll get to the point where we can just speak out our text
openai codex
dunno ๐
someone else was demoing it
might have been a new one.. hush hush and all that for all I know ๐
haha
point being, that these large language models are getting crazy powerful on many fronts and hopefully we see good come out of them and not just crazy capitalist evil for once ๐
when i was googling i think i saw some articles saying that people will have to pay for them

Yeah, like most things, there'll be gatekeepers extracting rent
and running around in superyaghts ๐
I spent yesterday cursing at videos of superyachts
you know, the type that cost half a billion dollars
and the owner has two or three
because that's the world we're in
lmao yeah it's insane
i think i saw a video recently of someoen asking these owners what they do
most of them had inherited their wealth
but one guy said he started out by cleaning boats
most of the current ones stole it from the russian people
and built his way up
yeah, I don't believe that ๐
he could have totally been bsing 
its probably a nice narrative he tells himself
loll
bootstraps and all that
I'm sure Bill Gates has the same narrative
just forgetting his family was fabulously wealthy and gave him a headstart
Its the people like Abramovic that get me.. basically putins buddies who were given oil/gas companies and who acted as bagmen for putin
NOBODY imho, should have that kind of wealth
i don't really follow politics im not sure who abramovic is
he's a russian oligarch that was a pal of putin, had a football club here in the UK until recently
owned an oil company I think? something like that
ahhh okay
he handed it over to a trust
its complicated ๐
he got sanctioned if I remember rightly
but it really doesn't matter when you're that wealthy
yeah it's pennies to those people
because you can get on your jet and travel to one of your many superyachts
this guy has three? I think.. all like 500 million each
ah, yeah, his fleet cost 2 billion
#superyacht #superyachts #yachts #boats
Roman Abramovich doesn't really need any introduction. Here we look at the SuperYachts he has bought and built over the last 20 years. The total he has spent on SuperYachts is approximately over 2 billion US dollars!
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probably as much GPUs as OpenAI gym has
hahaha
i wonder wh ythey need so many yachts for
i think these have an insane cost just to maintain
yeah, if you watch that channel, you'll find out a load about it
I binged yesterday ๐
I mean they're beautiful boats, but totally and utterly inconcievable to me
that anyone should ever amass enough wealth to own one
yeah im with you, not like they even live on them
okay im going to bed, it's super late here. Good chat see ya 
Heyo, quick question. Is it bad practice to combine multiple tasks into one. So for example, instead of having two separate tasks where a unit focuses a target and then moves to it. I'd combine it into one.
no easy answer there.. I was at an industry panel a good number of years back and we had multiple guys present theirs.. there was no concensus
some had like 5-6 different complex behaviours
others had hundreds of simpler ones
So, I guess the answer is.. what do you prefer?
this was at a game ai conf in vienna with most of the european companies (EA, Ubi, Crytek etc)
Mieszko from Epic was there ๐
I guess I can adapt to anything but not Ubisoft's way ๐คฃ
hi, im on ue5 and it doesnt let me select ai controller class, anyone know why?
Select it where specifically?
In the actor self tab
I'm not quite sure what that is, can you take a screenshot showing it
so your class doesnt appear there?
have you tried restarting the editor? its might be just editor bugged out
can you select it if you create a new fresh class
nope
correct
for a workaround you can set in on construction script
set ai controller class function
not sure if its exposed to blueprints though
I would try asking on #ue5-general, maybe there's more people who might've ran into this just not on this channel
Seems like a pretty major bug
the work around worked
how can i get my ai to repeat the path patrols after reaching the last one?
Depends on how you have it set up, but you could for example set the next target back to the start point, or go through the points in reverse
not sure if reverse will work for what ive used it for
Yeah I guess you could just try going back to the first point then
Probably update your increment path index task so it handles it correctly
wdum
Well you could have it check if the index is at the final point and instead set it to 0
It looks like you're already checking if you're at the last point in there I think?



