From ecf6a6e8ced35a1f6bdf93e98ccda1f98a54a519 Mon Sep 17 00:00:00 2001 From: Shlomi Fruchter Date: Tue, 27 Aug 2024 09:59:51 +0300 Subject: [PATCH] update abstract --- index.html | 17 ++++++----------- 1 file changed, 6 insertions(+), 11 deletions(-) diff --git a/index.html b/index.html index 6b7b12f..7e5ea70 100644 --- a/index.html +++ b/index.html @@ -102,7 +102,7 @@

Diffusion Models Are Real-Time Game Eng
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Abstract

We present GameNGen, 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. - GameNGen can interactively simulate the classic game DOOM at over 20 frames per second on a single - TPU. - GameNGen 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. - GameNGen 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. + GameNGen 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. + GameNGen 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.