Yesterday, Microsoft Xbox unveiled Muse, a groundbreaking generative AI model aimed at sparking creativity in game design. They paired this launch with an insightful piece on Nature.com, a thoughtful blog entry, and an engaging YouTube video. If you’re scratching your head over “gameplay ideation,” you’re not alone. Essentially, Microsoft describes it as the process of generating game visuals and controller actions. Despite this grand ambition, the practical applications seem somewhat modest and certainly don’t replace the traditional path of game development.
Diving into the technicalities, the project has some captivating elements. To stretch a mere second of real gameplay into nine extra seconds of lifelike, engine-accurate simulated play, the model was trained on a massive scale using H100 GPUs. This process took about a million updates and utilized data mined from existing multiplayer sessions.
Training Muse was no small feat. Instead of operating on just a single PC, Microsoft scaled up, employing a cluster of 100 Nvidia H100 GPUs. This approach is significantly more expensive and energy-intensive yet manages to output additional gameplay at a low resolution of 300×180 pixels for nine seconds.
One intriguing demonstration showed Muse replicating props and enemies within a game environment and mirroring their behaviors. But considering the hefty hardware costs and energy demands, it’s hard not to wonder why this route was chosen over more conventional development tools, which can achieve similar results with far less hassle.
While it’s fascinating that Muse can maintain object permanence and mimic a game’s original actions, its benefits seem overshadowed by the tried-and-true methods already in use in game development. Perhaps Muse has a future packed with greater potential, but right now, it seems more like an exercise in capability rather than a practical solution.
Drawing up comparisons, Muse joins a long roster of projects attempting to leverage AI for simulating gameplay. Sure, it’s impressive that it retains some level of engine accuracy and object permanence, but this approach to development feels highly inefficient. Having spent hours sifting through the details, it’s baffling to see why anyone might opt for this method when traditional development pathways are not just simpler but more effective.