Quake II runs on WHAMM, Microsoft's experimental AI for real-time gaming

Skye Jacobs

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In a nutshell: Microsoft has demonstrated Quake II running on a generative AI model for real-time gaming called WHAMM. While the game has full controller support, it predictably runs at very low frame rates. Microsoft says the demo showcases the model's potential rather than presenting a finished gaming product.

Microsoft's World and Human Action MaskGIT Model, or WHAMM, builds on its earlier WHAM-1.6B version launched in February. Unlike its predecessor, this iteration introduces faster visual output using a MaskGIT-style architecture that generates image tokens in parallel. Moving away from the autoregressive method, which predicted tokens sequentially, WHAMM reduces latency and enables real-time image generation – an essential step toward smoother gameplay interactions.

The model's training process also reflects substantial advancements. While WHAM-1.6B required seven years of gameplay data for training, developers only taught WHAMM on one week of curated Quake II gameplay. They achieved this efficiency by using data from professional game testers focusing on a single level. The GenAI's visual output resolution also got a boost, going from 300 x 180 pixels to 640 x 360 pixels, resulting in improved image quality without significant changes to the underlying encoder-decoder architecture.

Despite these technological strides, WHAMM is far from perfect and remains more of a research experiment than a fully realized gaming solution. The model demonstrates an impressive ability to adapt to user input. Unfortunately, the model struggles with lag and graphical anomalies.

Players can perform basic actions such as shooting, jumping, crouching, and interacting with enemies. However, enemy interaction is notably flawed. Characters often appear fuzzy, and combat mechanics are inconsistent, with health-tracking and damage stat errors.

The limitations extend beyond combat mechanics. The model has a limited context length. The model forgets objects that leave the player's view for longer than nine-tenths of a second. This drawback creates unusual gameplay quirks like teleportation or randomly spawning enemies when changing camera angles.

Additionally, the scope of WHAMM's simulation is confined to a single level of Quake II. Attempting to progress beyond this point freezes image generation due to the lack of recorded data. Latency issues further detract from the experience when scaled for public use.

While engaging with WHAMM may be enjoyable as a novelty, Microsoft did not intend for it to replicate the original Quake II experience. Its AI developers were merely exploring machine-learning techniques they could use to create interactive media.

Microsoft's team explored WHAMM's possibilities amid broader discussions about AI's role in creative industries. OpenAI recently faced backlash over its Ghibli-inspired AI creations, highlighting skepticism about whether AI can replicate human artistry.

Redmond has positioned WHAMM as an example of AI augmenting rather than replacing human creativity – a philosophy echoed by Nvidia's ACE technology, which enhances lifelike NPCs in games like inZOI. While fully AI-generated games and movies remain elusive, innovations like WHAMM signal they could be right around the corner.

Looking ahead, Microsoft envisions new forms of interactive media enabled by generative models like WHAMM. The company hopes future iterations will address shortcomings while empowering game developers to craft immersive narratives enriched by AI-driven tools.

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Terrible situation for game developers as Microsoft, RockStar and soon enough Sony and Nintendo keep pushing A.I more and more in getting games done very cheaply.

Today they are using A.I for gameplay and graphical assets, soon enough they will be using it for voice overs and even write the stories as well.

Greed has no limits.
 
Terrible situation for game developers as Microsoft, RockStar and soon enough Sony and Nintendo keep pushing A.I more and more in getting games done very cheaply.

Today they are using A.I for gameplay and graphical assets, soon enough they will be using it for voice overs and even write the stories as well.

Greed has no limits.
So don't mind the idea if AI generating text and story to create unique experiences IN THEORY. It won't be used to create experiences to generate invite games instead of procedural generation. It'll be used to lower development costs and games will get worse because of it.
 
Someday I'll just be able to tell AI to make a new game for me since there's nothing new out.

New games, New TV series allready new music and stories. (Just the other day somebody mentioned making new Star Trek TNG episodes), It seems like just creating anything in our own fantasy world will be on the table. I haven't yet decided how I feel about this, but one thing is for sure, The people who currently do this stuff are not going to have an easy time.

I am a software developer and AI is encroaching on my job too, So far it is only an assistant and not always useful, However I suspect by the time I retire they will do far more and maybe even replace people like me in many of these roles.

One thing that annoys me is AI seems to be encroaching on all the fun parts and not on the tedious parts of our lives.

 
New games, New TV series allready new music and stories. (Just the other day somebody mentioned making new Star Trek TNG episodes), It seems like just creating anything in our own fantasy world will be on the table. I haven't yet decided how I feel about this, but one thing is for sure, The people who currently do this stuff are not going to have an easy time.

I am a software developer and AI is encroaching on my job too, So far it is only an assistant and not always useful, However I suspect by the time I retire they will do far more and maybe even replace people like me in many of these roles.

One thing that annoys me is AI seems to be encroaching on all the fun parts and not on the tedious parts of our lives.

You would think it would do the tedious stuff and not the fun stuff

then again when I worked in London as an accounting contractor - sometimes just doing say mindless bank reconciliations was pleasurable enough eg cheques written not presented , misposting . probably 100% instant now , back then updated overnight , or double post from someone working on another account eg sales - no different from codebreakers crossword/sudoku/jigsaw etc
so imagine just writing some tidy clean simple code on certain days is quite chilling between chatting over coffee or doodling how to do something more demanding

Funny enough a lot of people like stress free simple jobs , especially if they control their day eg someone keeping a park clean , rubbish dropped , blown into gardens, changing bins tec
 
"The company hopes future iterations will address shortcomings while empowering game developers to craft immersive narratives enriched by AI-driven tools."
Yeah, that will never happen, as you'd need the original game to already exist for the AI to be trained on it, and be able to replicate on it.

So, even though interesting, in this form this technology has exactly ZERO use, especially for game developers, who want and have to 1. create new experiences, not clone existing one, 2. want and should
have total control over how a game works, which is not given with AI training.
 
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