If you wonder how Large Language Models (LLMs) work and aren’t afraid of getting a bit technical, don’t miss [Brendan Bycroft]’s LLM Visualization. It is an interactively-animated step-by-step walk-through of a GPT large language model complete with animated and interactive 3D block diagram of everything going on under the hood. Check it out!
The demonstration walks through a simple task and shows every step. The task is this: using the nano-gpt model, take a sequence of six letters and put them into alphabetical order.
A GPT model is a highly complex prediction engine, so the whole process begins with tokenizing the input (breaking up words and assigning numerical values to the chunks) and ends with choosing an appropriate output from a list of probabilities. There are of course many more steps in between, and different ways to adjust the model’s behavior. All of these are made quite clear by [Brendan]’s process breakdown.
We’ve previously covered how LLMs work, explained without math which eschews gritty technical details in favor of focusing on functionality, but it’s also nice to see an approach like this one, which embraces the technical elements of exactly what is going on.
We’re all pretty familiar with AI’s ability to create realistic-looking images of people that don’t exist, but here’s an unusual implementation of using that technology for a different purpose: masking people’s identity without altering the substance of the image itself. The result is the photo’s content and “purpose” (for lack of a better term) of the image remains unchanged, while at the same time becoming impossible to identify the actual person in it. This invites some interesting privacy-related applications.
The paper for Face Anonymization Made Simple has all the details, but the method boils down to using diffusion models to take an input image, automatically pick out identity-related features, and alter them in a way that looks more or less natural. For this purpose, identity-related features essentially means key parts of a human face. Other elements of the photo (background, expression, pose, clothing) are left unchanged. As a concept it’s been explored before, but researchers show that this versatile method is both simpler and better-performing than others.
Diffusion models are the essence of AI image generators like Stable Diffusion. The fact that they can be run locally on personal hardware has opened the doors to all kinds of interesting experimentation, like this haunted mirror and other interactive experiments. Forget tweaking dull sliders like “brightness” and “contrast” for an image. How about altering the level of “moss”, “fire”, or “cookie” instead?
A little while ago Oasis was showcased on social media, billing itself as the world’s first playable “AI video game” that responds to complex user input in real-time. Code is available on GitHub for a down-scaled local version if you’d like to take a look. There’s a bit more detail and background in the accompanying project write-up, which talks about both the potential as well as the numerous limitations.
We suspect the focus on supporting complex user input (such as mouse look and an item inventory) is what the creators feel distinguishes it meaningfully from AI-generated DOOM. The latter was a concept that demonstrated AI image generators could (kinda) function as real-time game engines.
Image generators are, in a sense, prediction machines. The idea is that by providing a trained model with a short history of what just happened plus the user’s input as context, it can generate a pretty usable prediction of what should happen next, and do it quickly enough to be interactive. Run that in a loop, and you get some pretty impressive clips to put on social media.
It is a neat idea, and we certainly applaud the creativity of bending an image generator to this kind of application, but we can’t help but really notice the limitations. Sit and stare at something, or walk through dark or repetitive areas, and the system loses its grip and things rapidly go in a downward spiral we can only describe as “dreamily broken”.
It may be more a demonstration of a concept than a properly functioning game, but it’s still a very clever way to leverage image generation technology. Although, if you’d prefer AI to keep the game itself untouched take a look at neural networks trained to use the DOOM level creator tools.
Although generative AI and large language models have been pushed as direct replacements for certain kinds of workers, plenty of businesses actually doing this have found that using this new technology can cause more problems than it solves when it is given free reign over tasks. While this might not be true indefinitely, the real use case for these tools right now is as a kind of assistant to certain kinds of work. For this they can be incredibly powerful as [Ricardo] demonstrates here, using Amazon Q to help with game development on the Commodore 64.
The first step here was to generate code that would show a sprite moving across the screen. The AI first generated code in all caps, as was the style at the time of the C64, but in [Ricardo]’s development environment this caused some major problems, so the code was converted to lowercase. A more impressive conversion was done in the next steps, as the program needed to take advantage of the optimizations found in the Assembly language. With the code converted to 6502 Assembly that can run on the virtual Commodore, [Ricardo] was eventually able to show four sprites moving across the screen after several iterations with the AI, as well as change the style of the sprites to arbitrary designs.
Although the post is a bit over-optimistic on Amazon Q as a tool specifically for developers, it might have some benefits over other generative AIs especially if it’s capable at the chore of programming in Assembly language. We’d love to hear anyone with real-world experience with this and whether it is truly worth the extra cost over something like Copilot or GPT 4. For any of these generative AI models, though, it’s probably worth trying them out while they’re in their early stages. Keep in mind that there’s a lot more than programming that can be done with some of them as well.
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Category – Adobe Photoshop, Generative AI Course Difficulty – Easy Course Length – 27 Minutes Price – Requires Skillshare Subscription Rating 4/5 View Course This comprehensive course is designed for beginners who want to discover the incredible capabilities of generative AI within Adobe Photoshop. You’ll learn to harness the power of generative fill functions […]
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La publicadora líder del Reino Unido, Kwalee, y la desarrolladora española Digital Mind S.L. se complacen en anunciar la fecha de lanzamiento de la aventura en stop-motion 2D, The Spirit of the Samurai. El juego llegará a PC vía Steam y Epic Games Store el 12 de diciembre de 2024.
Los jugadores podrán disfrutar un adelanto de esta aventura inspirada en la mitología japonesa con una demo de The Spirit of the Samurai, disponible durante el «Steam Next Fest» a partir del 14 de octubre.
The Spirit of the Samurai también ha lanzado un nuevo video que presenta a los tres personajes del juego, el combate, las evoluciones y mucho más.
Características principales:
Animaciones, diseño de personajes y cinemáticas de estilo stop motion
Mecánicas de aventura de acción 2D con elementos metroidvania
Niveles con una atmósfera muy cuidada y llenos de secretos por descubrir
Controles rápidos, fluidos y variados que abarcan desde un sistema de combate basado en combos a los poderes mágicos vinculados
IA dinámica de los enemigos que convierte cada encuentro en un reto único
Combate personalizable a través de un editor de combos durante el juego.
Acerca de The Spirit of the Samurai
En The Spirit of the Samurai, los jugadores asumirán el rol de Takeshi, un samurái japonés encargado de defender su aldea del ataque implacable de los Oni; Chisai, su compañero gato guerrero, y un pequeño y valiente Kodama lo acompañarán en la batalla.
Prepárate para enfrentar legiones de tengu, criaturas no-muertas y el temible Jorogumo, todos inspirados en la mitología japonesa. Vive una aventura cinematográfica en stop-motion verdaderamente única e intensa.
Características principales:
ACCIÓN BRUTAL EN STOP-MOTION – Asume el papel de Takeshi, un samurái japonés que necesita proteger su aldea del ataque de un Oni que intenta conquistar la tierra con su legión de no muertos. Lucha contra su ejército de tengu, cadáveres ambulantes y el aterrador Jorogumo, todos inspirados en la mitología japonesa, en una aventura cinematográfica única y brutal en stop-motion.
DEFIENDE LA ALDEA PROHIBIDA – Explora un mundo meticulosamente diseñado, lleno de mitología y folclore japonés. Recorre aldeas en ruinas, cuevas en las montañas, cementerios desolados y más. Lucha contra yokai, monstruos no muertos y demonios, todos creados artesanalmente en un detallado stop-motion, en el estilo del legendario animador Ray Harryhausen.
TRES ESPÍRITUS UNIDOS POR EL DESTINO – Lucha contra hordas de no muertos en la piel de tres personajes distintos: Takeshi, un samurái habilidoso; Kodama, un espíritu valiente, pero diminuto; y Chisai, un gato guerrero. Cada uno de ellos interactúa con el mundo de manera diferente, desde intensos combates con espadas hasta precisos elementos de plataforma y exploración.
EJERCE UN PODER LEGENDARIO – Enfréntate a legiones de demonios equipados con armas del Japón antiguo: la icónica katana, la versátil lanza yari y el formidable arco. Desencadena ataques especiales devastadores y combos únicos para cada personaje mientras luchas por llegar al castillo del Oni.
DESBLOQUEA TU VERDADERO POTENCIAL – Cada paso dado y enemigo vencido te otorga una experiencia invaluable. Úsala para desbloquear el verdadero potencial que hay en ti, mejorando tus habilidades, perfeccionando tus estadísticas y, sobre todo, dominando una serie de movimientos inspiradores que pueden transformarse en combos personalizados.
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