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update abstract
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shlomifruchter committed Aug 27, 2024
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Expand Up @@ -102,7 +102,7 @@ <h1 class="title is-1 publication-title">Diffusion Models Are Real-Time Game Eng
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<iframe
src="https://www.youtube.com/embed/O3616ZFGpqw?autoplay=1&mute=1&loop=1&showinfo=0&list=PL3ZfMho22LwDvJSEKVBiwxNsVEqUTUmhJ"
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frameborder="0" allow="autoplay; encrypted-media" allowfullscreen></iframe>
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Expand All @@ -126,16 +126,11 @@ <h2 class="title is-3">Abstract</h2>
<p>
We present <i>GameNGen</i>, the first game engine powered entirely by a neural model
that enables real-time interaction with a complex environment over long trajectories at high quality.
<i>GameNGen</i> can interactively simulate the classic game DOOM at over 20 frames per second on a single
TPU.
<i>GameNGen</i> simulations do not suffer from accumulated deterioration even after long play sessions,
achieving a PSNR of 29.4, comparable to lossy JPEG compression.
Human raters are only slightly better than random chance at distinguishing short clips of the game
from clips of the simulation.
<i>GameNGen</i> is trained in two phases:
(1) an RL-agent learns to play the game and the training sessions are recorded, and
(2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and
actions.
<i>GameNGen</i> can interactively simulate the classic game DOOM at over 20 frames per second on a single TPU.
Next frame prediction achieves a PSNR of 29.4, comparable to lossy JPEG compression.
Human raters are only slightly better than random chance at distinguishing short clips of the game from clips of the simulation.
<i>GameNGen</i> is trained in two phases: (1) an RL-agent learns to play the game and the training sessions are recorded, and
(2) a diffusion model is trained to produce the next frame, conditioned on the sequence of past frames and actions.
Conditioning augmentations enable stable auto-regressive generation over long trajectories.
</p>
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