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>It has no notion of game state (so you can kill an enemy, turn your back, then turn around again)

Well you see a wall you turn around then turn back the wall is still there. With enough training data the model will be able to pick up the state of the enemy because it has ALREADY learned the state of the wall due to much more numerous data on the wall. It's probably impractical to do this, but this is only a stepping stone like said.

> not to mention that it requires the game to already exist in order to train it.

Is this a problem? Do games not exist? Not only due we have tons of games, but we also have in theory unlimited amounts of training data for each game.



> Well you see a wall you turn around then turn back the wall is still there. With enough training data the model will be able to pick up the state of the enemy because it has ALREADY learned the state of the wall due to much more numerous data on the wall.

It's really important to understand that ALL THE MODEL KNOWS is a mapping of [pixels, input] -> new pixels. It has zero knowledge of game state. The wall is still there after spinning 360 degrees simply because it knows that the image of a view facing away from the wall while holding the key to turn right eventually becomes an image of a view of the wall.

The only "state" that is known is the last few frames of the game screen. Because of this, it's simply not possible for the game model to know if an enemy should be shown as dead or alive once it has been off-screen for longer than those few frames. It also means that if you keeping turning away and towards an enemy, it could teleport around. Once it's off the screen for those few frames, the model will have forgotten about it.

> Is this a problem? Do games not exist?

If you're trying to make a new game, then you need new frames to train the model on.


>It's really important to understand that ALL THE MODEL KNOWS is a mapping of [pixels, input] -> new pixels. It has zero knowledge of game state.

This is false. What occurs in inside the model is unknown. It arranges pixel input and produces pixel output as if it actually understands game state. Like LLMs we don't actually fully understand what's going on internally. You can't assume that models don't "understand" things just because the high level training methodology only includes pixel input and output.

>The only "state" that is known is the last few frames of the game screen. Because of this, it's simply not possible for the game model to know if an enemy should be shown as dead or alive once it has been off-screen for longer than those few frames. It also means that if you keeping turning away and towards an enemy, it could teleport around. Once it's off the screen for those few frames, the model will have forgotten about it.

This is true. But then one could say it knows game state for up to a few frames. That's different from saying the model ONLY knows pixel input and pixel output. Very different.

There are other tricks for long term memory storage as well. Think Radar. Radar will capture the state of the enemy beyond just visual frames so the model won't forget an enemy was behind them.

Game state can also be encoded into some frame pixels at the bottom lines. The Model can pick up on these associations.

edit: someone mentioned that the game state lasts past a few frames.

>If you're trying to make a new game, then you need new frames to train the model on.

Right so for a generative model you would instead of training the model on one game you would train it on multitudes of games. The model would then based off of a seed number output a new type of game.

Alternatively you could have a model generate a model.

All of what I'm saying is of course speculative. As I said, this model is a stepping stone for the future. Just like the LLM which is only trivially helpful now, the LLM can be a stepping stone for replacing programmers all together.




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