Microsoft has released the playable level of the classic browser-based video game Quake II. This is a technical demonstration Microsoft’s side effects Game features of AI platform – Despite the company’s own recognition, this experience is not exactly the same as a well-made game.
you can Try it yourselfuse the keyboard to navigate in a single level of Earthquake II for a few minutes before reaching the time limit.
exist Blog posts describing their workMicrosoft researchers say their family of video game AI model Muse allows users to “interact with the model through the actions of the keyboard/controller and immediately see how your operations work, essentially you can play games in the model.”
To demonstrate these features, the researchers trained the model at Earthquake Level II (Microsoft via It acquires Zenimax).
“For our initial joy, we were able to play within the world the model was simulated,” they wrote. “We could walk around, move the camera, jump, squat, shoot, and even similar to the blasting barrel of the original game.”
At the same time, the researchers emphasized that this is “research exploration” and should be considered “Play model Instead of playing games. ”
More specifically, they acknowledge “limitations and disadvantages”, such as enemies being vague, damage and health counters may be inaccurate, and most notably, the model struggles with the persistence of the object, forgetting things that have forgotten about 0.9 seconds or more.
From the researchers’ perspective, this can also be “or become a fun, you can defeat or spawn enemies by looking up at the floor for a second, then looking back, or even teleporting the map by looking up at the sky and then going down. ”
Author and game designer Austin Walker was impressed by this approach and released a game video that he spent most of his time Trapped in a dark room. (These both happened twice when I tried to play the demo, although I admit I was extremely First-person shooter is not good. )
Refers to the recent statement by Microsoft Games CEO Phil Spencer AI models can help save games Walker made classic games “portable to any platform,” which demonstrated “a fundamental misunderstanding not only about this technology, but also about how the game works.”
“The internal operation of games like earthquakes – code, design, 3D art, audio – produces specific game cases, including surprising edge cases,” Walker wrote. “This is an important part of making the game good. If you can’t actually rebuild the critical internal operations, you won’t have access to those unpredictable edge cases.”