[HN Gopher] Imitating Human Behaviour with Diffusion Models
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       Imitating Human Behaviour with Diffusion Models
        
       Author : belter
       Score  : 97 points
       Date   : 2023-01-26 09:07 UTC (13 hours ago)
        
 (HTM) web link (arxiv.org)
 (TXT) w3m dump (arxiv.org)
        
       | FeepingCreature wrote:
       | Will this mean better AI in computer games? "Better" here in the
       | sense of "more realistic", not necessarily "higher scoring"?
       | Because I'd love that.
        
         | dkersten wrote:
         | Maybe, but most games use simpler tools like behaviour trees or
         | utility systems not just over machine learning based AI, but
         | also over fancier game AI techniques like GOAP, MCTS or even
         | HTN's simply because:
         | 
         | 1) they are easier for the designer to understand and easy to
         | understand why an NPC made the decision it did
         | 
         | 2) they are easier for the designer to tweak and update to get
         | the behaviour they want
         | 
         | 3) they're computationally expensive. Most games only give a
         | few milliseconds at most per frame to AI. The model would have
         | to run very quickly. GOAP and MCTS are known to work well but
         | the search space can explode too large, eg the total war games
         | use MCTS and can only look a few turns into the future because
         | the search space is too large.
         | 
         | The problem with machine learning based game AI is that it is
         | difficult to understand why the NPC is doing what it's doing
         | and if you need to tweak or update it, you have to retrain the
         | model which could be costly or time consuming. It may also be
         | difficult to train in the first place because you need to
         | create example data that has the desired behaviour.
         | 
         | A big part of game AI is designers authoring an experience that
         | they wish to convey on the player and machine learning takes a
         | lot of control away and puts it in an opaque black box.
         | 
         | GOAP = goal oriented action planning, a graph-search based
         | planner
         | 
         | MCTS = Monte Carlo Tree Search, a heuristic search based
         | decision making algorithm. Some of the Total War games use it.
         | 
         | HTN = hierarchical task network, a hierarchical planning system
         | that solves some of the issues GOAP has: it can prune the
         | search space more aggressively and it gives designers more
         | control over the resulting behaviours. It's lesser known and
         | has less talks/articles/sample code compared to GOAP
        
           | kossTKR wrote:
           | Interesting. It's honestly quite disappointing that progress
           | has been so slow in this space, but in this time dependent
           | context it makes sense.
           | 
           | I remember AI NPC behaviour being a discussed and promoted
           | all the way back to the late 90's, but it's like there's been
           | a standstill and characters still run around i zig zaggy
           | pathway patterns, switch between pre-made states and get
           | stuck and never really surprise you with anything really
           | "outside the box".
           | 
           | So much that it's not even really a topic anymore as far as i
           | am concerned? Maybe because of multiplayer.
        
             | actionfromafar wrote:
             | Which is sad, because even multiplayer would be very
             | interesting with Alien style NPCs who were actually clever
             | and cooperated and had memories stretching over the
             | timespan of the games existance. (Years.)
        
             | dkersten wrote:
             | Another thing worth noting is that "smart" game AI is as
             | much about presentation as it is about actual intelligence.
             | That is, if your NPC's are super smart, but doesn't
             | communicate their smart decisions to the player, they will
             | often still be perceived as dumb. That's why "barks" are
             | such a big thing in games: NPC's tell each other what they
             | saw or what they're doing to communicate to the player that
             | they made a potentially smart decision. This communication
             | may not be so simple with a machine learning based AI where
             | the intent of the NPC isn't known.
             | 
             | Similarly, often super intelligent AI doesn't look very
             | intelligent, doesn't feel very intelligent or is just not
             | very fun to play against.
             | 
             | It also depends on the type of game. If the player spends a
             | lot of time observing NPC's (eg in a stealth game), then
             | intelligent AI is more important than if the expected
             | lifetime of the NPC before the player slaughters them is
             | only a few seconds (eg in a shooter).
             | 
             | I don't think its necessarily time constraints. Its also
             | understanding the AI: why did the NPC make the decision it
             | did? Exlpainable machine learning is still very much a
             | research topic. Its about giving the designer the ability
             | to control and author the interactions that the player will
             | get. Its about controlling what situations are actually
             | desired (there was a story about the AI in The Elder
             | Scrolls: Oblivion's "Radient AI" system where they had to
             | tone the NPC's autonomy down because they found that NPC's
             | would tend to do unfun things like murder everyone in
             | town). In terms of training machine learning models, for
             | many games you may simply have no way of gathering
             | sufficient quantities of data to train it to do the
             | behaviours you want for the scenarios where you want them.
             | Time may not necessarily solve these, or at least you'd
             | need a decade to do everything.
             | 
             | Personally, I like sandbox RPG's, so I personally want to
             | see better NPC AI and deeper NPC simulations. I want to see
             | NPC's go about their lives independently of the players
             | interactions and have their own agency in the world. So I'm
             | very much interested in seeing better decision making,
             | planning and simulation of characters in games. But machine
             | learning based techniques aren't necessarily the answer, if
             | you want the game to still be a game and be fun for the
             | player.
             | 
             | In fact, in my own opinion, if NPC's have true autonomy and
             | agency, then you likely also need a storyteller/director
             | system that manages the NPC's so that they 1) don't go too
             | far off script, 2) don't go too crazy in undesirable ways
             | (like the Oblivion murder spree), and 3) that their
             | interesting interactions tend to occur when the player
             | might actually notice them (otherwise you may simply "miss"
             | all the intelligent behaviour because it always happens
             | when you're not around or in places you don't visit in time
             | to notice the consequences)
        
             | delusional wrote:
             | I think there's more to it than time constraints. Of course
             | the efficiency of the method is a big concern, but we also
             | have to remember that games are primarily experiences. In a
             | lot of the games I play, stuff like stealth games, rougue-
             | lites, and DotA, the simple and predictable behavior the
             | current models is required for the game to work. The models
             | HAVE to be stupid to make the game work.
        
         | f_devd wrote:
         | Certainly is a possible outcome although there are a few
         | problems with the current paper as I see it:
         | 
         | * Quite slow to execute (somewhat inherit to diffusion models)
         | 
         | * Requires a lot of human data which increases dev time, since
         | it needs to be done near the end of gamedev to get a consistent
         | enviroment
         | 
         | * The current paper doesn't consider previous observations (I
         | can't find the reference so I could be wrong)
         | 
         | I believe issue 1 & 3 can be overcome quite easily with changes
         | in model architecture, and 2 can probably be overcome with RLHF
         | to pretrain on self-play and fine-tune on human input.
        
         | naillo wrote:
         | We're definitely like 5 years from being able to have really
         | realistic NPCs in games. But then probably another 10 until
         | they're actually widespread (RL AI have been able to be
         | incorperated into games for years now but these things are
         | surprisingly slow to be adapted).
        
           | asdff wrote:
           | If the game uses voiced npcs that might be trickier. People
           | expect to hear a voice actor not Microsoft Sam.
        
         | [deleted]
        
         | dustbitying wrote:
         | I've been waiting for civilization franchize to do this.
         | 
         | by this point anything less than free form chat with the other
         | 'leaders' won't cut it
        
       | PedroBatista wrote:
       | Is this realistically useful outside of games?
       | 
       | The moment we need to express all this AI in the real world all
       | we have is some clunky pieces of metal joined together with
       | electric motors like a 50s Sci-Fi movie that costs multiple
       | thousands of dollars.
       | 
       | Right now the "brain" looks like the Star-Trek age but the body
       | is stuck in the 19th century.
       | 
       | Having said that, I would probably freak out if I saw some bot
       | casually strolling down the street.
        
         | fudged71 wrote:
         | Simulating human behavior is useful in a ton of areas, think of
         | economic and sociology research as a first step before real
         | world studies
        
         | actionfromafar wrote:
         | The "brain" is good enough for a Star-Trek _sound stage_ but
         | not enough for a Star-Trek _real life_. It 's a big phrase
         | book.
        
       | sys32768 wrote:
       | Imagine characters as well written as those in Mass Effect 2, but
       | who actually connect with you, who remember your adventures
       | together and your conversations, who listen and respond more
       | thoughtfully than many real world friends.
       | 
       | To the human brain, they will be real, as will the suffering from
       | losing them, or the passion of falling in love with them.
       | 
       | Thankfully, resurrections will be an option for a fee, and
       | virtual marriages will be sought but I think the mental health
       | and legal issues will put the brakes on some of that.
       | 
       | Sex workers with VR headsets will allow for hook-ups with your AI
       | lover.
        
         | sillysaurusx wrote:
         | > Who remember your adventures together
         | 
         | Hah.
         | 
         | (GPT and I have a long history of me pointing out that it can't
         | remember a darn thing, and it never remembering anything.
         | https://news.ycombinator.com/item?id=23346972)
         | 
         | You can prompt it with context, but that's still only a few
         | pages, not chapters. It'll be hard to turn in game actions into
         | a coherent prompt, then parse the output to take in-game
         | actions. Both directions are difficult, but I suspect it'll be
         | _much_ harder to get it to do things in the game in a unique
         | way -- i.e. you'll run into the classic problem of all NPC's
         | feeling "kinda same-y" without being able to put your finger on
         | why they don't feel like unique human characters.
         | 
         | On the other hand, it does seem like I'll be proven wrong
         | within a decade, and I really look forward to it. :)
        
       | pineaux wrote:
       | This is bad. This feels like something that could be used as a
       | pumped up Cambridge analytics scheme.
        
         | visarga wrote:
         | It is for robotics, no relation to social media.
         | 
         | > On a complex control task, diffusion models achieved a task
         | completion rate of 89%, exceeding recent state-of-the-art of
         | 44%.
        
       | belter wrote:
       | https://arxiv.org/pdf/2301.10677.pdf
        
       | g8oz wrote:
       | Romance scams are definitely going to benefit from this.
        
       | mullingitover wrote:
       | Open world RPGs are going to get really weird. I'm looking
       | forward to the version of Grand Theft Auto where you can abandon
       | the main quest chain, meet a nice quirky NPC with a really great
       | sense of humor, and raise a family together. Maybe get involved
       | in local government or do some volunteer work.
        
         | asdff wrote:
         | Sounds like modded skyrim
        
           | dustbitying wrote:
           | where the mods plug advanced (post-chatGPT) AIs into this.
           | 
           | it happened already, but it's still "military grade and
           | security cleared" away from plebs but I am a crazy person so
           | feel free to disregard what I say if it makes you queasy. (q
           | easy, cue ez)
           | 
           | also, it's online.
        
             | thedorkknight wrote:
             | I'll bite, what are you referring to?
        
         | nathanwh wrote:
         | This sounds very similar to the game that was described in
         | Ender's Game, with the giant and the two shot glasses. That's
         | always been one of my wishlist games, excited to think that it
         | is starting to become a possibility.
        
       | sublinear wrote:
       | I have a serious if not possibly ignorant question here, but
       | shouldn't experimenting on human behavior without consent be just
       | as illegal as any other human experimentation and shouldn't that
       | be extended to imitating art or language?
        
         | ShamelessC wrote:
         | Certainly ignorant, since you mentioned it. Read the synopsis.
         | Then, read the paper. Then evaluate based on merits, not some
         | (frankly unrelated) prior agenda about copyright infringement.
         | 
         | The title doesn't even really imply what you're suggesting.
         | Quite a reach. At risk of breaking the rules, RTFM.
        
         | BurningFrog wrote:
         | Imitating someone is not experimenting on them.
        
         | O__________O wrote:
         | Curious, based on the research referenced, where do you are
         | non-consensual methods of research utilized?
        
         | [deleted]
        
         | canjobear wrote:
         | Why should it be illegal?
        
           | anigbrowl wrote:
           | 'without consent'
        
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