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Presentación de Muse - El primer modelo generativo de IA diseñado para idear juegos
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00:00
Hey, it's great to be here.
00:02
You might have seen like some exciting news came out about
00:06
work that our teams are doing on the world human
00:09
action model.
00:10
So Katia and Dom Katia from our Microsoft Research team.
00:13
Dom from Ninja Theory. We're here to talk about this
00:17
interesting work and how it impacts our kind of future
00:20
in research or future in game development.
00:23
It's also interesting note that this model was just published
00:27
on Azure Foundry.
00:28
The weights for the model were just published on Hugging
00:31
Face.
00:32
Because we want to make sure that the industry of
00:35
creators and researchers are able to engage with this work
00:38
and we can all learn together.
00:40
We definitely look at this work as a unique opportunity
00:43
to kind of leverage the intersection of art and science,
00:46
which is what video games are to grow with the
00:49
creator community.
00:50
That's what these tools are about.
00:52
We think there's a really unique opportunity to use technology
00:56
to do things that they've never done before.
00:58
We have a great great opportunity with two teams that
01:02
happen to be frankly right next to each other in
01:05
Cambridge in the UK in our game studios and Microsoft
01:08
Research and it's been awesome to see the collaboration with
01:11
between those two teams. So what I'm going to ask
01:14
is I want to have Katia talk about how they
01:17
see this technology and the work that they've done.
01:20
Absolutely thank you so much.
01:22
Fantastic to be here and reflect on the work that
01:26
is coming out today.
01:27
A key to this work from the very beginning was
01:31
to try and understand how we can really ground the
01:35
development of generative AI models in an actual understanding of
01:40
what users need.
01:41
In this case, what are the kinds of model capabilities
01:45
that would be needed in order to really empower creatives
01:49
to let them explore ideas more quickly,
01:53
more deeply than they might be able to do with
01:57
traditional tools.
01:58
And so in this work we grounded our generative AI model
02:02
development in a user study with 27 game creatives and
02:07
we were able to tease out that aspects like iterative
02:11
tweaking and divergent thinking,
02:13
which have already been well established in the computer supported
02:18
creativity research. Those continue to be really key when creatives
02:23
want to engage with these types of models,
02:26
but often they're an afterthought in model development.
02:31
So we turned that on its head.
02:32
We started from those capabilities and then try to really
02:36
systematically push on the model capabilities that might be needed
02:41
in order to support tweaking,
02:43
ideation, rapid interaction. And so that is how we
02:48
developed WAM and focused specifically on those model capabilities of consistency,
02:53
diversity and persistency. And you can read a lot more in
02:56
the research publication and the demo videos associated with that.
03:00
I'll tell you one of the things that I get excited
03:04
about.
03:04
You know, one of the things we care a lot about
03:07
at Xbox is game preservation,
03:09
and I think about an opportunity to have models learn about
03:13
older games,
03:13
games that were maybe tied to unique pieces of hardware
03:17
where that engine on that hardware is kind of time
03:20
will erode the amount of hardware that's out there that
03:23
can actually play a game.
03:25
But you can imagine a world where from gameplay data
03:28
and video that a model could learn old games and
03:31
really make them portable to any platform where these models could
03:35
run.
03:35
I think that's really exciting.
03:37
We've talked about game preservation as an activity for us
03:41
in this.
03:41
These models and their ability to learn completely how a
03:45
game plays without the necessity of the original engine running on
03:49
the original hardware,
03:50
I think opens up a ton of opportunity.
03:53
But the fact that this is research that was done
03:56
on top of bleeding edge for Ninja Theory Dom,
03:58
why don't you talk about how bleeding with the role
04:01
that bleeding edge plays and how you as a creator
04:04
think about this technology?
04:05
Yeah, thanks Phil. Yeah, so as you mentioned,
04:08
catchier and catches team and our team here in Ninja
04:11
Theory.
04:11
We happen to be in the same city in Cambridge
04:14
in the UK.
04:14
We know each other so when we joined Xbox
04:17
Game Studios we were introduced to catcher and we started
04:20
to think about how could we collaborate and we've been
04:24
working together now for a few years and catcher asked
04:27
if they could use bleeding edge as a multiplayer catalog
04:30
title as a testbed for their research and for this
04:33
technology.
04:34
We were happy for them to do that and what
04:36
we're looking at today is really the fruits of the
04:39
work that catcher and the team have done.
04:42
And I think for us as a as a game
04:45
creator,
04:45
the thing that I'm always really interested in is how
04:49
can we help our teams do more?
04:51
How can we help them to push their creative ambitions
04:55
and their creativity even further so?
04:57
Technology like this for me and I think for our
05:01
studio here at Ninja Theory is not about using AI
05:05
to generate.
05:06
It's about using AI to generate the results that we
05:10
want.
05:11
It's not about using AI to generate content,
05:14
but it's actually about creating workflows and approaches that allow
05:19
our team here of 100 creative experts to do more
05:23
to go further,
05:24
to iterate quicker, to ideate quicker,
05:27
to bring their what's the ideas in their heads to
05:30
life in a tangible form for others to to see.
05:34
So you know, although this is technology that we haven't
05:38
used in the creation of our games and we don't
05:42
intend to use this technology for the creation of content,
05:46
I think the interesting aspect for us that is exciting
05:50
is how can we use technology like this to make
05:53
the process of making games quicker and easier for our
05:57
talented team so that they can really focus on the
06:01
thing that I think is really special about games,
06:05
which is that human creativity.
06:08
Games to me are really creators using the medium of
06:12
games to talk to their audience,
06:14
to communicate through the medium of interactivity,
06:18
and that is core to game creation for me.
06:21
So what's important with this is that we have the
06:25
human creativity,
06:26
but through this technology we can empower them to do
06:29
more and push their own dreams further than they have
06:33
been before.
06:34
Yeah, like we're always thinking about how do we put
06:38
our creativity in the hands of creators so that they
06:41
can create things that they haven't been able to create
06:45
before? I know you and the team will continue to
06:48
make progress. We obviously have Game Developers Conference coming up.
06:51
It's always a unique opportunity for us to talk about
06:54
more of the innovation that's happening between our creative teams,
06:58
our platform teams, and our research teams,
07:00
and I'm really excited about what we will get to
07:03
show next.
07:04
But congrats again on all of the progress.
07:06
Thank you very much and thanks for the fantastic collaboration.
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