How would that be better than procedural generation? AI wouldn't be able to invent new game elements, since they still need to be coded in
I love playing Diablo solo self-found, and ignoring metas as much as possible. But every new game that's released makes it more and more difficult, because they are generally designed with the most powerful builds in mind. I.e. if you don't follow one of a few cookie cutter builds, you're in for a hard time and unlikely to finish the game.
Having completely random items (as opposed to RNG'd items) means the focus would shift to experimenting. Which I enjoy more.
I don't see why they would need to be "coded in". If we can train AIs on language (including programming languages) and media, I don't see why we would not reach a point where actual game content and mechanics are AI generated.
This is nothing for AI now:
_In a post apocalyptic roleplaying setting, I am in an abandoned electronics store. Invent a completely new, ludicrous weapon made of items I can find in the shop. Describe briefly how it is built and its effects.
You craft a "Jolt-O-Matic," a makeshift weapon from the items found in the abandoned electronics store. To build it, you combine a car battery, several copper wires, a broken microwave's magnetron, and an old CRT TV screen. Here's how it works:
Construction: First, you attach the copper wires to the car battery, creating a makeshift power source. Then, you connect the other ends of the wires to the magnetron, which you've salvaged from the microwave. This forms the core of your weapon.
Amplification: You carefully remove the CRT TV screen and use it as a reflector to focus the microwave energy emitted by the magnetron.
Effects: When activated, the Jolt-O-Matic releases a powerful burst of concentrated microwave radiation. It can incapacitate or severely damage electronic devices and even cause minor explosions in nearby metallic objects. However, it has a limited range and may drain the car battery quickly, making it a high-risk, high-reward weapon in your post-apocalyptic adventure_.
IMHO, it's realistic to think that we'll soon be able to generate all the resources and code necessary to implement an AOE weapon that makes metal explode.
Or:
_In a darkmedieval fantasy roleplaying setting, I am in a cemetery. Invent a completely new, ludicrous weapon made of items I can find nearby. Describe briefly how it is built and it's effects.
In the eerie cemetery, you stumble upon a makeshift weapon known as the "Soulshiver Spire." It's constructed from a weathered tombstone, a twisted iron gate, and an ethereal, glowing wisp captured within a lantern.
The tombstone serves as the hilt, providing a solid grip, while the iron gate forms the blade, jagged and menacing. The lantern, containing the captured wisp, is attached to the pommel.
When swung, the Soulshiver Spire emits an unsettling, bone-chilling wail that can paralyze foes with fear. Its blade can phase through solid objects momentarily, allowing you to strike from unexpected angles. But its most sinister power lies in the lantern: when shattered, the wisp bursts forth, sapping the life force from anyone nearby and channeling it into the wielder, granting temporary invulnerability. However, using such dark magic comes at a price, as it corrupts the wielder's soul over time._
It's bonkers. Afaik, you can't procedurally-generate every item in a way that is so random and unexpected.
You clearly misunderstand both how language models work, and how procedural generation works. Procedural generation is as "random and unexpected" as you want to make it.
My bad, I used the wrong term because indeed, it's not my area of expertise.
I don't really care what powers it. I just want to see that kind of game.
How would that be better than procedural generation? AI wouldn't be able to invent new game elements, since they still need to be coded in
I love playing Diablo solo self-found, and ignoring metas as much as possible. But every new game that's released makes it more and more difficult, because they are generally designed with the most powerful builds in mind. I.e. if you don't follow one of a few cookie cutter builds, you're in for a hard time and unlikely to finish the game. Having completely random items (as opposed to RNG'd items) means the focus would shift to experimenting. Which I enjoy more.
I don't see why they would need to be "coded in". If we can train AIs on language (including programming languages) and media, I don't see why we would not reach a point where actual game content and mechanics are AI generated.
This is nothing for AI now:
_In a post apocalyptic roleplaying setting, I am in an abandoned electronics store. Invent a completely new, ludicrous weapon made of items I can find in the shop. Describe briefly how it is built and its effects.
You craft a "Jolt-O-Matic," a makeshift weapon from the items found in the abandoned electronics store. To build it, you combine a car battery, several copper wires, a broken microwave's magnetron, and an old CRT TV screen. Here's how it works:
Construction: First, you attach the copper wires to the car battery, creating a makeshift power source. Then, you connect the other ends of the wires to the magnetron, which you've salvaged from the microwave. This forms the core of your weapon.
Amplification: You carefully remove the CRT TV screen and use it as a reflector to focus the microwave energy emitted by the magnetron.
Effects: When activated, the Jolt-O-Matic releases a powerful burst of concentrated microwave radiation. It can incapacitate or severely damage electronic devices and even cause minor explosions in nearby metallic objects. However, it has a limited range and may drain the car battery quickly, making it a high-risk, high-reward weapon in your post-apocalyptic adventure_.
IMHO, it's realistic to think that we'll soon be able to generate all the resources and code necessary to implement an AOE weapon that makes metal explode.
Or:
_In a darkmedieval fantasy roleplaying setting, I am in a cemetery. Invent a completely new, ludicrous weapon made of items I can find nearby. Describe briefly how it is built and it's effects.
In the eerie cemetery, you stumble upon a makeshift weapon known as the "Soulshiver Spire." It's constructed from a weathered tombstone, a twisted iron gate, and an ethereal, glowing wisp captured within a lantern.
The tombstone serves as the hilt, providing a solid grip, while the iron gate forms the blade, jagged and menacing. The lantern, containing the captured wisp, is attached to the pommel.
When swung, the Soulshiver Spire emits an unsettling, bone-chilling wail that can paralyze foes with fear. Its blade can phase through solid objects momentarily, allowing you to strike from unexpected angles. But its most sinister power lies in the lantern: when shattered, the wisp bursts forth, sapping the life force from anyone nearby and channeling it into the wielder, granting temporary invulnerability. However, using such dark magic comes at a price, as it corrupts the wielder's soul over time._
It's bonkers. Afaik, you can't procedurally-generate every item in a way that is so random and unexpected.
You clearly misunderstand both how language models work, and how procedural generation works. Procedural generation is as "random and unexpected" as you want to make it.
My bad, I used the wrong term because indeed, it's not my area of expertise. I don't really care what powers it. I just want to see that kind of game.