Re:John Carmack on QuakeWorld latency and business model (1996)
by fsiefken on Wednesday May 15, 2019 @04:14AM
(#19917343)
Perhaps if you train the model on the existing movement and action history of the particular player
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Re:John Carmack on QuakeWorld latency and business model (1996)
by Slartie on Wednesday May 15, 2019 @05:11AM
(#19917621)
Oh, that's a great idea!
Stadia could sell it as an add-on to players which not only don't want to play their games themselves, but also aren't satisfied by watching other people play through their games on YouTube or Twitch. With this add-on, they can finally watch themselves play through their games, without having to lift a finger to, you know, actually play!
Re:John Carmack on QuakeWorld latency and business model (1996)
by animal531 on Wednesday May 15, 2019 @05:34AM
(#19917735)
They would make a killing on Twitch, where a streamer could just buy someone else's training data and use that instead of playing themselves.
Re:John Carmack on QuakeWorld latency and business model (1996)
by JetSpiegel on Wednesday May 15, 2019 @06:29PM
(#19924413)
Black market dealers would swap Terabytes of hot RAM with manually inputted data from the best e-sport players in the world. Corporate enforcers would hack those dealers to delete the data.
Call it Sonic Mnemonic.
Re:John Carmack on QuakeWorld latency and business model (1996)
by neiman on Wednesday May 15, 2019 @05:34AM
(#19917734)
I thought about it. But first, you need a lot of information to train a model, so it would only work for very heavy players. Second, creativity is not defined only as doing an action that others didn't do (often or never) before, but also of doing an action that you didn't do (often or never) before.