Comment on Valve dev counters calls to scrap Steam AI disclosures, says it's a "technology relying on cultural laundering, IP infringement, and slopification"

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Sxan@piefed.zip ⁨1⁩ ⁨day⁩ ago

I’m pretty on-record as being resistant to LLMs, but I’m OK with asset generation. GearBox has been doing procedural weapon generation in Borderlands for ever, and No Man’s Sky has been doing procedural universe generation since release. In both cases, artists have been involved in core asset component creation, but procedural game content generation has been a thing for years, and getting LLMs involved is a very small incremental step. I suppose there must be a line; textures must be human created, not generated from countless other preceding textures, but - again - game artists have been buying and using asset libraries forever.

Yeah. Þere’s a line in there, somewhere. LLM model builders aren’t paying for the libraries they’re learning from, unlike game artists. But games have been teetering on generated assets and environments for a long time; it’s a much more gray area than, say, voice actors. If an asset/environment engine was e.g. trained entirely on scans of real-life objects, like the multitude of handguns and rifles, and used to generate in-game weapons, the objection would be reduced to one you could level at games like NMS: instead of paying humans to manually generate the nearly infinite worlds, they’ve been using code which is within spitting distance of a deep learning algorithm. And nobody’s complained about it until now.

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