Promptable Game Models: Text-Guided Game Simulation via Masked Diffusion Models

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Willi Menapace, Aliaksandr Siarohin, Stéphane Lathuilière, Panos Achlioptas, Vladislav Golyanik, Sergey Tulyakov, Elisa Ricci
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引用次数: 6

Abstract

Neural video game simulators emerged as powerful tools to generate and edit videos. Their idea is to represent games as the evolution of an environment’s state driven by the actions of its agents. While such a paradigm enables users to play a game action-by-action, its rigidity precludes more semantic forms of control. To overcome this limitation, we augment game models with prompts specified as a set of natural language actions and desired states. The result—a Promptable Game Model (PGM)—makes it possible for a user to play the game by prompting it with high- and low-level action sequences. Most captivatingly, our PGM unlocks the director’s mode, where the game is played by specifying goals for the agents in the form of a prompt. This requires learning “game AI”, encapsulated by our animation model, to navigate the scene using high-level constraints, play against an adversary, and devise a strategy to win a point. To render the resulting state, we use a compositional NeRF representation encapsulated in our synthesis model. To foster future research, we present newly collected, annotated and calibrated Tennis and Minecraft datasets. Our method significantly outperforms existing neural video game simulators in terms of rendering quality and unlocks applications beyond the capabilities of the current state of the art. Our framework, data, and models are available at snap-research.github.io/promptable-game-models.

提示游戏模型:通过蒙面扩散模型的文本引导游戏模拟
神经电子游戏模拟器成为生成和编辑视频的强大工具。他们的想法是将游戏呈现为环境状态的进化,这种进化是由代理的行为所驱动的。虽然这种模式能够让用户通过行动体验游戏,但它的刚性却阻碍了更多语义形式的控制。为了克服这个限制,我们用一组指定为自然语言动作和期望状态的提示来增强游戏模型。其结果是一个提示游戏模型(PGM),它使得用户可以通过提示高级别和低级别的动作序列来玩游戏。最吸引人的是,我们的PGM打开了导演模式,在这个模式中,玩家可以通过提示的形式为代理指定目标。这就需要学习“游戏AI”(游戏邦注:由我们的动画模型封装),使用高级约束在场景中导航,与对手对抗,并设计出赢得分数的策略。为了呈现结果状态,我们使用封装在合成模型中的合成NeRF表示。为了促进未来的研究,我们展示了新收集,注释和校准的网球和Minecraft数据集。我们的方法在渲染质量方面明显优于现有的神经电子游戏模拟器,并解锁了超出当前技术水平的应用程序。我们的框架、数据和模型可以在snap-research.github.io/promptable-game-models找到。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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