• Telorand@reddthat.com
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    7 days ago

    Nothing of what you suggested is particularly difficult with real dev work. You basically just said, “I want to vibe code it all.” It’s trivially easy to set up pseudorandom generators; deciding where enemies and objects go should not be left up to chance through some black-box algorithmic “magic.” Game theory exists for a reason, and AI doesn’t “know” about it, because it’s just a complex pattern generator at the end of the day.

    Also, what happens when the model generates an environment that can’t be traversed? What if it places invisible walls in weird places? What about an environment that’s rife with bugs? What if the code is plain wrong? Now you have to go into the code, learn how it works, and debug it manually. Thank god you saved yourself some time by vibe coding. /s

    I can see we won’t agree, so you’re welcome to get the last word, but I won’t reply afterwards.

    • hisao@ani.social
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      7 days ago

      Another bad faith / inexperienced take.

      Also, what happens when the model generates an environment that can’t be traversed? What if it places invisible walls in weird places?

      That’s also one of the reasons why it’s interesting. This happens a lot when implementing regular mapgen and you have to fix it until it only generates correct maps. AI can perceive what it generated and make sure certain invariants are holding and if not, modify map to fix it, and continue going and going. You can ask it to start with noise and carve space for villages and carve roads between them. You can ask to start with noise and quests and generate roads based on what makes sense for progression, and so on.