• HollowNaught@lemmy.world
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    3 hours ago

    People are saying “it’s fine because it was used in the early stages of the game for placeholder art” but that’s kind of missing the point

    The problem is that they used AI and didn’t disclose it, as well as releasing the game with AI textures still in it. Yes, these textures were quickly replaced, but it’s still very concerning they weren’t upfront on how they were using it in the game making process

    Edit: there isn’t even a disclosure on their steam page

    • KairuByte@lemmy.dbzer0.com
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      2 hours ago

      I dunno…

      If I make a mock up of a cake using toxic ingredients, then throw that out and make my cake from scratch using food safe ingredients, do I need to disclose that “toxic material was used when making this cake”? I don’t think so.

      Of course this kinda falls apart when they shipped with quickly replaced textures. But I also wouldn’t expect them to disclose the game as unfinished if they forgot to replace blank textures with the proper assets until just after release.

    • Dremor@lemmy.worldM
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      1 hour ago

      Maybe because all AI generated assets got removed?

      Honestly, as a programmer that uses extensively AI to debug, and do various tedious tasks like unit tests, I think the whole anti-AI craze of late is more bullshit than sane arguments.

      It’s an invaluable tool for many cases, and as soon is it is not used to replace someone, I don’t see the problem. They where used by artists, to be used as placeholders while working on the gme, not by executives seeking to make some more bucks by not hiring anyone.

      They forgot some of them in the final game? Shit happens. You cannot expect someone to go through every single texture in a game that probably got thousands, if not tenths of thousands, just to make sure none was forgotten.

      Anyway, that’s blown way out of propositions, and feels more like some people trying to get views by hating on something popular than having real concerns about it. Especially since Blue Prince does use AI assets in the final product, and strangely no one bats an eye.

  • DegenerationIP@lemmy.world
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    3 hours ago

    I mean. Usage of AI should be disclosed. But it feels more Like they’re trying to take it down. This has a taste of jealousy to me.

    Or I don’t get the full picture Here.

  • tomkatt@lemmy.world
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    4 hours ago

    This is fucking stupid. There’s no AI assets in the final game, and it was used for placeholders during development.

    I dislike AI for a lot of reasons, but this is massively overblown. The genie is out of the bottle and there’s no putting it back. This is right up there with artists airbrushing, photoshop, and so on. People are going to use the tools available if it leads to quicker development cycles to get a product out.

    • UnderpantsWeevil@lemmy.world
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      2 hours ago

      This is fucking stupid.

      It’s stupid because the game has already received a stack of awards a mile high. Nobody seriously cares about this. Nobody’s sales will be hurt in any meaningful capacity. It’s a dumb awards show, not the FCC.

      People are going to use the tools available if it leads to quicker development cycles to get a product out.

      I think this “placeholder art” is a silly line to draw. But the high profile of the game makes it a ripe target to make a statement.

      If you really don’t want to reward people for “quicker development” over the human touch, might as well pick a game everyone already bought and highlight folks who did their dev work organically

  • Serious_Me@lemmy.world
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    3 hours ago

    Because so many people are blowing up without reading the article I felt it was worth posting this. Based on the wording it sounds like they were not disqualified for having AI in the game, they were disqualified for not disclosing AI had been used in development.

    “The Indie Game Awards have a hard stance on the use of gen AI throughout the nomination process and during the ceremony itself,” the statement reads. “When it was submitted for consideration, representatives of Sandfall Interactive agreed that no gen AI was used in the development of Clair Obscur: Expedition 33. “In light of Sandfall Interactive confirming the use of gen AI on the day of the Indie Game Awards 2025 premiere, this does disqualify Clair Obscur: Expedition 33 from its nomination.”

    Additionally, here is another article where they are clarifying HOW it was used.

    https://english.elpais.com/culture/2025-07-19/the-low-cost-creative-revolution-how-technology-is-making-art-accessible-to-everyone.html

    Following the publication of this article, Sandfall Interactive wishes to provide the following clarifications. The studio states that it was in contact with El País on April 25 - three months prior to this publication. During these exchanges, Sandfall Interactive indicated that it had used a limited number of pre-existing assets, notably 3D assets sourced from the Unreal Engine Marketplace. None of these assets were created using artificial intelligence. Sandfall Interactive further clarifies that there are no generative Al-created assets in the game. When the first Al tools became available in 2022, some members of the team briefly experimented with them to generate temporary placeholder textures. Upon release, instances of a placeholder texture were removed within 5 days to be replaced with the correct textures that had always been intended for release, but were missed during the Quality Assurance process.

    TL;DR: They experimented with Generative AI when it first came out, used some of the results as temporary assets that were always intended to be temporary. They still got in to the final product because QA missed them, which was promptly fixed in a patch. Indie Game Awards disqualified them for failing to disclose this in the first place.

    Key takeaways:

    • AI didn’t steal anyone’s job in this instance. It was simply used as a tool to help make an artists job easier.
    • It was never meant to be a part of the final product, and currently isn’t.
    • They used generative AI around when it when it first came out, probably before most people started realizing it was being trained off stolen artwork as well as a lot of the other problems with AI. u/Crazazy brings up a good point and this part is somewhat questionable

    Make of that what you will. I personally think this is being blown out of proportion. They made a mistake and have openly corrected themselves. Good for them.

    • Crazazy [hey hi! :D]@feddit.nl
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      4 hours ago

      I don’t have much if an opinion on the rest of your argument but:

      probably before most people started realizing it was being trained off stolen artwork as well as a lot of the other problems with AI.

      This is the equivalent to those Tesla owners pasting “I bought this before Elon went crazy” stickers. Especially the creative industries were very quick to point out the problematic part of stuff like Dall-E and stable diffusion. Generative Graphical AI has never been approved of by the gamedevs I know.

      • Serious_Me@lemmy.world
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        Hadn’t thought of it that way. Good point. That being said it’s not 100% that since it’s more akin to someone buying a tesla then getting rid of it soon after in this scenario. That or getting it, leaving it in the garage for 2 years having forgotten it exists, then finally getting rid of it once someone points it out. Still somewhat valid though.

      • Serious_Me@lemmy.world
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        3 hours ago

        Was not aware those two were trained fairly. Sadly I didn’t see anything on what AI tool they used so not sure how that would affect things.

    • jali67@lemmy.zip
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      7 hours ago

      They used it for background assets but patched it quickly. It’s not as egregious as it sounds.

      • maximumbird@lemmy.world
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        7 hours ago

        Read the article. I understand.

        It’s not an excuse. I just simply don’t support AI slop. AT. ALL. I don’t care that they used it for a placeholder texture. And that texture didn’t end up in final release. If I have anything to say about it, these companies will not get my money if they dipped their toes in AI. AT. ALL.

        There are workers that could have made placeholder textures for fucks sake.

        • jali67@lemmy.zip
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          7 hours ago

          AI has been around for years well before the LLM craze. It’s not all evil ffs.

              • trashcan@sh.itjust.works
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                1 hour ago

                I take it you never made it beyond high school?

                Holy shit, I haven’t felt whiplash like that from a comment in years.

                I’m not even mad, I feel alive.


                But to be serious for moment, in the future when you’re about to make a similar comment out of nowhere, please pause and reflect on why you chose to say such a thing to a stranger on internet in the first place?

                Our time to converse genuinely with others online may be finite and coming to an end sooner than any of us expected. Is that how you want to conduct yourself in these fleeting moments?


          • Tony Bark@pawb.socialOP
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            7 hours ago

            While AI is just tool like anything else, the fact it is being used to replace talented artists just to save a quick buck is why it is understandably being called evil. Context matters.

            • fonix232@fedia.io
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              7 hours ago

              Except in this case it wasn’t used to replace talented artists.

              AI is precisely for this kind of work, the uninspired, “someone’s gotta do it” kind of boilerplate bullshit. No artist is enthusiastic about having to make brick pattern number 3591. But someone’s gotta make it. At that point, it might be just one artist generating all required 8000 patterns via AI, knocking it out in one day, then getting back to working on things that do require their talent.

        • KiloGex@lemmy.world
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          There were no artists who would have been paid to create placeholder textures. They would have used textures from open source sources, or from previously used textures.

          I agree that AI should never replace the job a person could do, but in this instance the user of AI caused no loss of income.

  • ToiletFlushShowerScream@piefed.world
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    8 hours ago

    I’m sure all of the recently out of work artists and programmers are heartbroken over another game that paid for gen AI instead of hiring them. I’m sure the AI company executives just needed the money more. Fuck whomever decided to AI in the Clair project management team. You could have actually deserved that awards. Good on the Indie Game Awards for actually supporting indie developers

    • BananaIsABerry@lemmy.zip
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      6 hours ago

      Did you even read? They used it for placeholders before replacing them with textures created by artists.

      • leftzero@lemmy.dbzer0.com
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        4 hours ago

        They didn’t use it for placeholders (which wouldn’t excuse them anyway, if you want a placeholder you can pay an artist to make it).

        They got caught using it in production and came up with the placeholder excuse (which no one who’s ever seen a placeholder texture would fall for) on the spot, throwing the QA team under the bus to try to cover what is clearly a systemic problem with the company.

        • BananaIsABerry@lemmy.zip
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          4 hours ago

          You anti AI peeps are so dramatic about things. It’s like listening to your grandparents find every excuse to blame every problem on smartphones

          • leftzero@lemmy.dbzer0.com
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            2 hours ago

            Smartphones are actually useful, and don’t have the moral, ethical, economic, societal, and existential issues that “generative AI” (which is neither generative nor intelligence) has.

    • maximumbird@lemmy.world
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      7 hours ago

      To me, this is worse.

      We are getting closer and closer to not being able to tell the difference between AI and reality. This lying about the use of it or hiding the use of it is a bad fucking idea.

      • mic_check_one_two@lemmy.dbzer0.com
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        5 hours ago

        They didn’t disclose it because there was no AI in the final product. The AI was for placeholder textures, which were replaced by real artists’ work as they were made. Some of the AI textures slipped through the cracks on release day, but a week 1 patch removed all traces of the AI before anyone even realized it was AI.

        IMO this looks bad on the awards show, because the final product didn’t have any AI. And the production team was proactive in ensuring it didn’t have any AI before any kind of public backlash ever happened. Once they realized the issue, they issued a patch to fix it on their own, without needing to be pushed into it by public pressure. That’s what a company should do, and it shows that the devs really cared about their game.

      • KiloGex@lemmy.world
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        5 hours ago

        The reason they didn’t disclose it as being used in the creation of the game is probably because no AI was used in the ultimate development. It’s an artist who uses AI to generate concepts and inspiration using AI in their artwork, even if everything in the end is hand crafted and doesn’t resemble any of the generated images?

        One thing we need to take into account going forward too is that AI will inevitably be used for things like texture maps and environmental generation. Things that have been randomly generated with algorithms. In a year it’s going to be nearly impossible to say no game can have any AI used at all, unless you want the pool of potential to be incredibly small.

        • petrol_sniff_king@lemmy.blahaj.zone
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          5 hours ago

          In a year it’s going to be nearly impossible to say no game can have any AI used at all,

          Damn, that sucks. I guess I’ll have to find a new hobby.

          • leftzero@lemmy.dbzer0.com
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            4 hours ago

            Nah, just pirate the stuff.

            If they don’t give a fuck about original creators, why should we give a fuck about paying them?

              • leftzero@lemmy.dbzer0.com
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                2 hours ago

                Of course not, but I think not supporting those that use it to produce something you want to enjoy doesn’t necessarily imply not enjoying what they produce, as long as it’s not too thoroughly damaged by their use of it and as long as it can be obtained in ways that won’t support them.

  • VinnyDaCat@lemmy.world
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    6 hours ago

    I fail to see how this isn’t a good thing?

    Yes the AI usage was known about previously, yes, the game probably doesn’t really count as being an indie game, yes game awards are all genuinely terrible, but you have to take what you can get. A small victory is a still a victory.

    • jali67@lemmy.zip
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      7 hours ago

      Used for background assets. It was promptly removed through a patch. It’s not as egregious as it sounds.

          • trashcan@sh.itjust.works
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            7 hours ago

            An equal amount that would have worked on it otherwise? Even so do you think that will continue to be true?

            • jali67@lemmy.zip
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              6 hours ago

              You’re quite literally speculating and probably have no tech background

              • trashcan@sh.itjust.works
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                I’m speculating based on what companies have been saying recently such as the 2025 Coca-Cola Christmas ad where they uploaded a “behind the scenes” to attempt to show the human aspect.

                If you watch that and take it at face value then maybe I’m just the cynical asshole here but I’m not alone.

                Edit: and yes, I’m speculating, but so is everyone else talking about this too.

                Also, this isn’t about me, and I don’t need to divulge my background to you.

        • fonix232@fedia.io
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          6 hours ago

          Human workers did make those assets. Using AI. As placeholders.

          Maybe stop the rate hating for a moment to understand the situation before you comment absolute shite?

      • kazerniel@lemmy.world
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        I still don’t like it. The models being built on non-consensually scraped artwork has been known from the very start. If they still thought these were ok to use, I don’t really want to get involved with their output…

        It’s the same as when any other company quickly replaces the genAI art when busted, “oops we didn’t mean to include it” - then maybe don’t use it in the first place?

  • lepinkainen@lemmy.world
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    12 hours ago

    Sandfall Interactive further clarifies that there are no generative AI-created assets in the game. When the first AI tools became available in 2022, some members of the team briefly experimented with them to generate temporary placeholder textures. Upon release, instances of a placeholder texture were removed within 5 days to be replaced with the correct textures that had always been intended for release, but were missed during the Quality Assurance process

    Sauce: https://english.elpais.com/culture/2025-07-19/the-low-cost-creative-revolution-how-technology-is-making-art-accessible-to-everyone.html

    Not exactly a massive AI slop problem, right?

    Can we put our collective pitchforks away for this case at least?

    • Agrivar@lemmy.world
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      10 hours ago

      Can we put our collective pitchforks away for this case at least?

      NO.

      My pitchfork stays sharpened and at the ready until this stupid bubble pops.

      • jali67@lemmy.zip
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        7 hours ago

        The AI was used for background assets that they failed to remove but patched quickly after. It’s not as egregious as the headline makes it out to be.

        • Agrivar@lemmy.world
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          7 hours ago

          I think you misunderstood me. All AI is humanity-ending garbage that needs to be eliminated. I don’t give two figs how or where it’s used - I want it all gone.

          • jali67@lemmy.zip
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            6 hours ago

            Do you even have a tech background? How is a machine learning algorithm going to end humanity?

            • leftzero@lemmy.dbzer0.com
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              4 hours ago

              Brain rot, job destruction, increased inequality, massive acceleration in global warming, massive decrease in the quality of critical systems, societal and economic collapse…

              • jali67@lemmy.zip
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                4 hours ago

                That’s fearmongering. It has use cases and has had them well before this LLM AI bubble. The bubble will pop and hopefully these CEOs are actually charged unlike 2008.

            • petrol_sniff_king@lemmy.blahaj.zone
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              5 hours ago

              By feeding people’s collective cynicism, lack of social skills, general paranoia, lack of trust in each other, waning hope for the future, etc.

              Do have a humanities background? All tech people should have one.

            • Agrivar@lemmy.world
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              6 hours ago

              I was a network engineer at one of the biggest backbones on Earth before retiring. Before that, I designed and programmed industrial automation. So, no tech background at all.

              Now that that’s out of the way: a blind squirrel could see that sucking up all the energy and wasting endless fresh water is a bad thing for the environment. The “bigger-than-2008” market crash that’s also coming won’t help.

              • jali67@lemmy.zip
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                4 hours ago

                And again, AI has been around for many years before the LLM craze and these select few companies advocating to shove it in all our faces, forcefully pushing data centers everywhere and integrating it into as much as they can. That is not something that could or should be done with AI. It is these company executives choosing to push it like this. It wasn’t always like this nor did it have to be

      • KiloGex@lemmy.world
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        5 hours ago

        It’s not a bubble though. That’s like waiting for the internet bubble to pop back in the 90s. AI will be around from now on, just not as such an in your face way. It will eventually become ubiquitous, just like many other pieces of tech.

      • PonyOfWar@pawb.social
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        4 hours ago

        Not quite. Larian also wants to use it for concept art, which is not the same thing as placeholder assets. To give you a bit of context, the standard for placeholder textures at the software development companies I worked so far has mostly been “vaguely fitting images you found on Google”.

      • Wigglesworth@retrolemmy.com
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        10 hours ago

        I don’t like billion dollar corporations, and I’d be fine to stop and leave that be all the context, but I also don’t like them using technology to manufacture truth while polluting the earth to do it.

        So tell your coders to give you a tune up, the damage control algorithm didn’t pan out.

          • jali67@lemmy.zip
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            Yeah I figured this app had more tech savvy and educated people. Evidently, it’s littered with people that barely got through high school.

        • uncouple9831@lemmy.zip
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          Nah there’s already a slap fight down in the comments between the hard liners and the “can’t we just give it a rest” folks. It’s gotten to the point I’m convinced there’s at least a few ai bots generating hate spam against ai bots.

  • merdaverse@lemmy.zip
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    12 hours ago

    Clair Obscur is not indie by any definition of the term. I don’t even know why it was considered at all.

    • Rooster326@programming.dev
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      9 hours ago

      Sandfall *interactive is independent from its publisher Kepler. Many of the other games Kepler produces are typically considered indie - why not Expedition 33? BG3 is “Indie” but this definition

      While Hades, Hollow Knight, and Celeste being both owned and published by the same company are not indie.

      So… idk what definition everyone is using. Seems to be whatever suits their agenda at the time of award.

      • kinsnik@lemmy.world
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        8 hours ago

        While Hades, Hollow Knight, and Celeste being both owned and published by the same company are not indie.

        if your definiton of inide exclude Hades, Hollow Knight and Celeste because they are independent i have to say that it is a very bad definiton of what an indie game is.

        personally, if a game has enough budget to hire Charlie Cox or Andy Serkins, it probably should not be in an indie award ceremony

        • Rooster326@programming.dev
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          Yes okay but how do you define it?

          Because that is all that “Indiependent” means.

          Remember Hades and Hades 2 had a bigger budget than E33

          1. Hades production cost was over $15 Million
          2. Hades 2 production cost was over $20 Million
          3. E33 was less than $10 Million.

          Hollow Knight was developed by 2 people with a $58,000 budget. How more independent do you want to get?

  • AnarchistArtificer@slrpnk.net
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    10 hours ago

    Can someone help me to understand the difference between Generative AI and procedural generation (which isn’t something that’s relevant for Expedition 33, but I’m talking about in general).

    Like, I tend to use the term “machine learning” for the legit stuff that has existed for years in various forms, and “AI” for the hype propelled slop machines. Most of the time, the distinction between these two terms is pretty clean, but this area seems to be a bit blurry.

    I might be wrong, because I’ve only worked with machine learning in a biochemistry context, but it seems likely that modern procedural generation in games is probably going to use some amount of machine learning? In which case, would a developer need to declare usage of that? That feels to me like it’s not what the spirit of the rule is calling for, but I’m not sure

    • AdrianTheFrog@lemmy.world
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      6 hours ago

      I don’t know of any games that use machine learning for procedural generation and would be slightly surprised if there are any. But there is a little bit of a distinction there because that is required at runtime, so it’s not something an artist could possibly be involved in.

      • AnarchistArtificer@slrpnk.net
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        4 hours ago

        I’m not so much talking about machine learning being implemented in the final game, but rather used in the development process.

        For example, if I were to attempt a naive implementation of procedurally generated terrains, I imagine I’d use noise functions to create variety (which I wouldn’t consider to be machine learning). However, I would expect that this would end up producing predictable results, so to avoid that, I could try chucking in a bunch of real world terrain data, and that starts getting into machine learning.

        A different, less specific example I can imagine a workflow for is reinforcement learning. Like if the developer writes code that effectively says "give me terrain that is [a variety of different parameters], then when the system produces that for them, they go “hmm, not quite. Needs more [thing]”. This iterative process could, of course, be done without any machine learning, if the dev was tuning the parameters themselves at each stage, but it seems plausible to me that it could use machine learning (which would involve tuning model hyperparameters rather than parameters).

        You make a good point about procedural generation at runtime, and I agree that this seems unlikely to be viable. However, I’d be surprised if it wasn’t used in the development process though in at least some cases. I’ll give a couple of hypothetical examples using real games, though I emphasise that I do not have grounds to believe that either of these games used machine learning during development, and that this is just a hypothetical pondering.

        For instance, in Valheim, maps are procedurally generated. In the meadows biome, you can find raspberry bushes. Another feature of the meadows biome is that it occasionally has large clearings that are devoid of trees, and around the edges of these clearings, there is usually a higher rate of raspberry bushes. When I played, I wondered why this was the case — was it a deliberate design decision, or just an artifact of how the procedural generation works? Through machine learning, it could in theory, be both of these things — the devs could tune the hyperparameters a particular way, and then notice that the output results in raspberry bushes being more likely to occur in clusters on the edge of clearings, which they like. This kind of process would require any machine learning to be running at runtime

        Another example game is Deep Rock Galactic. I really like the level generation it uses. The biomes are diverse and interesting, and despite having hundreds of hours in the game, there are very few instances that I can remember seeing the level generation being broken in some way — the vast majority of environments appear plausible and natural, which is impressive given the large number of game objects and terrain. The level generation code that runs each time a new map is generated has a heckton of different parameters and constraints that enable these varied and non-broken levels, and there’s certainly no machine learning being used at runtime here, but I can plausibly imagine machine learning being useful in the development process, for figuring out which parameters and constraints were the most important ones (especially because too many will cause excessive load times for players, so reducing that down would be useful).

        Machine learning certainly wouldn’t be necessary in either of these examples, but it could be something that could make certain parts of development easier.

        • AdrianTheFrog@lemmy.world
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          4 hours ago

          Sure, I could definitely see situations where it would be useful, but I’m fairly confident that no current games are doing that. First of all, it is a whole lot easier said than done to get real-world data for that type of thing. Even if you manage to find a dataset with positions of various features across various biomes and train an AI model on that, in 99% of cases it will still take a whole lot more development time and probably be a whole lot less flexible than manually setting up rulesets, blending different noise maps, having artists scatter objects in an area, etc. It will probably also have problems generating unusual terrain types, which is a problem if the game is set in a fantasy world with terrain that is unlike what you would find in the real world. So then, you’d need artists to come up with a whole lot of datat to train the model with, when they could just be making the terrain directly. I’m sure Google DeepMind or Meta AI whatever or some team of university researchers could come up with a way to do ai terrain generation very well, but game studios are not typically connected to those sorts of people, even if they technically are under the same company of Microsoft or Meta.

          You can get very far with conventional procedural generation techniques, hydraulic erosion, climate simulation, maybe even a model of an ecosystem. And all of those things together would probably still be much more approvable for a game studio than some sort of machine learning landscape prediction.

    • Jankatarch@lemmy.world
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      9 hours ago

      You can use statistics to estimate a child’s final height by their current height and their parents’ height.

      People “train” models by writing a program to randomly make and modify equations, then keep them depending on if new accuracy is higher.

      Generative AI can predict what first result on google search or first reply on whatsapp will look like for llms.

      There are problems. Training from 94% to 95% accuracy takes exponentially more resources as it doesn’t have some “code” you can fix. Hallucinations will happen.

      On the other side, procedural algorithms in games just refer to handwritten algorithms.

      For example a programmer may go “well a maze is just multiple, smaller mazes combined.” Then write a program to generate mazes based on that concept.

      It’s much cheaper, you don’t need GPU or internet connection to use the algorithm. And if it doesn’t work people can debug it on the spot.

      Also it doesn’t require stealing from 100 million people to be usable

      (I kinda oversimplified generative AI, modern models may do something entirely different)

    • lime!@feddit.nu
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      9 hours ago

      generative ai is a subset of procedural generation algorithms. specifically it’s a procedural algorithm with a massive amount of weight parameters, on the order of hundreds of billions. you get the weights by training. for image generation (which i’m assuming is what was in use here), the term to look up is “latent diffusion”. basically you take all your training images and blur them step by step, then set your weights to mimic the blur operation. then when you want an image you run the model backwards.

      • AnarchistArtificer@slrpnk.net
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        4 hours ago

        Yeah, that was my understanding of things too. What I’m curious about is how the Indie Game awards define it. Because if games that use ((Procedural Generation) AND NOT (Generative AI)) are permitted, then that would surely require a way of cleanly delineating between Generative AI and the rest of procedural generation that exists beyond generative AI

        • lime!@feddit.nu
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          3 hours ago

          most procedural algorithms don’t require training data, for one. they can just be given a seed and run. or rather, the number of weights is so minimal that you can set them by hand.

    • nlgranger@lemmy.world
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      9 hours ago

      From my understanding, AI is the general field of automating logical (“intelligent”) tasks.

      Within it, you will find Machine Learning algorithms, the ones that are trained on exemplar data, but also other methods, for instance old text generators based on syntactic rules.

      Within Machine Learning, not all methods use Neural Networks, for instance if you have seen cool brake calipers and rocket nozzle designed with AI, I believe those were made with genetic algorithms.

      For procedural generation, I assume there is a whole range of methods that can be used:

      • Unreal Engine Megaplants seems to contain configurable tree generation algorithms, that’s mostly handcrafted algorithms with maybe some machine learning to find the parameters ranges.
      • Motion capture and 3D reconstruction models can be used to build the assets. I don’t believe these rely on stolen artist data.
      • Full on image generation models (sora, etc.) to produce assets and textures, these require training on stolen artist data AFAIK (some arrangements were made between some companies but I suspect it’s marginal).
      • AnarchistArtificer@slrpnk.net
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        4 hours ago

        I agree with the ethical standpoint of banning Generative AI on the grounds that it’s trained on stolen artist data, but I’m not sure how tenable “trained on stolen artist data” is as a technical definition of what is not acceptable.

        For example, if a model were trained exclusively on licensed works and data, would this be permissible? Intuitively, I’d still consider that to be Generative AI (though this might be a moot point, because the one thing I agree with the tech giants on is that it’s impractical to train Generative AI systems on licensed data because of the gargantuan amounts of training data required)

        Perhaps it’s foolish of me to even attempt to pin down definitions in this way, but given how tech oligarchs often use terms in slippery and misleading ways, I’ve found it useful to try pin terms down where possible

  • LupertEverett@lemmy.world
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    12 hours ago

    The fact that they were there in the first place is a problem.

    Why does a game that has been published by some other company calls itself “indie”???

    The term itself is becoming more and more meaningless with the passing time.

    • Eranziel@lemmy.world
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      8 hours ago

      It has to be more nuanced than “self-published”, otherwise everything EA craps out is “indie”.

      The definition of “indie game” is a case where there is no easy, clear line to draw in the sand.

      • LupertEverett@lemmy.world
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        It has to be more nuanced than “self-published”

        It doesn’t need to. Definining it as “self-publishing” is enough.

        otherwise everything EA craps out is “indie”.

        And because of the above, EA games might very well fit the definition, yes.

        This clearly shows that maybe we shouldn’t use “indie” to describe good games (or the lack of it to describe bad ones). It should just be used to define “means of publishing”.

      • Kjell@lemmy.world
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        9 hours ago

        Indie game

        An indie video game or indie game is a video game created by individuals or smaller development teams, and typically without the financial and technical support of a large game publisher,

        Clair Obscur: Expedition 33

        After inking a partnership with Kepler Interactive, which was officially announced in early 2023, and securing funding from said publisher, Sandfall grew into a studio of about thirty developers, three of whom—including Broche and Guillermin—were former Ubisoft employees.[38][39][40][29][27][30][excessive citations] The funding also allowed Sandfall to expand the manpower contributing to the project beyond this core team, having outsourced gameplay combat animation to a team of eight South Korean freelance animators and quality assurance (QA) to a few dozen QA testers from the firm QLOC, as well as receiving assistance from a half-dozen developers from Ebb Software to port the game to consoles. The studio also hired a couple of performance capture artists; brought in musicians for the soundtrack recording sessions; contracted with translators from Riotloc for language localization; and partnered with Side UK and Studio Anatole as to voice casting and production in English and French respectively.[39][41] Finally, the partnership with Kepler Interactive enabled Sandfall to pay for noted professional voice actors, including Charlie Cox, Andy Serkis and Ben Starr.[35][37]

        With a team of 30 developers and dozens of consultants for things like QA, it doesn’t sound like a small development team. And they clearly had support from a game publisher.