Demis Hassabis
๐ค SpeakerAppearances Over Time
Podcast Appearances
So it's like the ultimate choose your own adventure sort of game.
And I think maybe we're within reach if you think of a kind of interactive version of VO and then wind that forward five to 10 years and imagine how good it's going to be.
Yeah, exactly.
And so, but what you'd like is a little bit better than just sort of a random generation, right?
So you'd like, and also better than a simple A, B hard code of choice, right?
That's not really open world, right?
As you say, it's just giving you the illusion of choice.
What you want to be able to do is potentially anything in that game environment.
And I think the only way you can do that is to have generated systems, systems that will generate that on the fly.
Of course, you can't create infinite amounts of game assets, right?
It's expensive enough already how AAA games are made today.
And that was obvious to us back in the 90s when I was working on all these games, I think.
maybe Black and White was the game that I worked on early stages of that, that had still probably the best AI, learning AI in it.
It was an early reinforcement learning system that you were looking after this mythical creature and growing it and nurturing it.
And depending how you treated it, it would treat the villagers in that world in the same way.
So if you were mean to it, it would be mean.
If you were good, it would be protective.
And so it was really a reflection of the way you played it.
So actually all of the, I've been working on sort of simulations and AI,
through the medium of games at the beginning of my career.