You might have seen some of my research on RPS before, such as the game-designing AIAngelina.

First, an important question: what does ‘generative AI’ mean?

Thats something even Im not always sure about.

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Did you know you might get gamer headphones with AI Beamforming technology in them, for example?

Heck, weren’t Rogue and Elite using it in the 1980s?

Using AI to create art or music isnt new.

The player chucks plenty of bombs in Spelunky 2.

In fact, it stretches back decades, long before my PhD.

But its shot into the popular consciousness now that machine learning models have provided simple interfaces and higher-fidelity results.

Then, suddenly, itwasa product.

The home start screen of AI Dugeon

It might seem like generative AI is already taking over the games industry.

The first is online versus offline systems (which Im borrowing fromresearch on procedural generation).

Another way we can categorise generative AI systems is between visible and invisible systems.

This can still produce great results, especially for really specialised tasks inside a single game.

The history of technology in games tells us thats probably not going to be how it plays out.

The technology that will likely become persistently useful will be offline, invisible and much lighter.

As an example, we can look at the history of pre-2015 generative technology in the games industry.

You may not have even heard of it.

Tomorrow, well sail headfirst into the choppy waters of ethics and the law.

Until then, keep counting those fingers, and dont talk to any strange robots.