Microsoft has released a level based on the browser, the classic video game quake II. This acts as a technological demo for Microsoft’s Copilot AI platform capabilities-and from the company’s own entrance, the experience is not the same as playing a well-made game.
You Try it aloneUsing your keyboard to browse on a single Quake II level for a few minutes before hitting the time limit.
In a blog post describing their workMicrosoft researchers said the Muse Family of AI family models allow users to “interact with the model through keyboard/controller actions and immediately see the results of your actions, allowing you to play in the model.”
To highlight these capabilities, the researchers trained their model at Quake II (which Microsoft holds through Zenimax’s acquisition).
“Very much for our original enjoyment we were able to play in the world that the model is simulating,” they wrote. “We could wander around. Move the camera, jump. Crush, shoot and even bumps similar to the original game.”
At the same time, researchers emphasized that this is meant to be “research exploration” and must be regarded as “Playing the model Unlike the game of the game. ”
Specifically, they recognized “restrictions and deficiencies”, such as the fact that enemies are unclear, damage and health meters can be inaccurate and more impressive, the model struggles with the permanence of the object, often forgetting things that are out of position for 0.9 seconds or more.
In the researchers’ view, this may “be a source of fun, with which you can beat or create enemies by looking at the floor for a second and then looking back”, or even “teleportation around the map looking up to the sky and then back”.
Austin Walker’s writer and game designer was less impressed than this approach by placing a game video in which he spent most of his time trapped in a dark room. (That’s what happened to me and the two times I tried to play the demo, though I will admit that I am extremely Bad in the first person shooters.)
Referring to CEO of Microsoft Gaming CEO Phil Spencer, that AI models could help keep the game Making classic “portable games on any platform”, Walker argued that this reveals “a fundamental misunderstanding of not only this technology, but how to play games”.
“The internal functions of games such as earthquake – code, design, 3D art, sound – produce specific game cases, including amazing limbs.” Walker wrote. “This is a large part of what is doing games well if you are not really able to rebuild the internal functions, then you lose access to these unpredictable acne cases.”