(opens in new tab)<\/span><\/a>, showing power cell insertion into a WHAMM trained on Bleeding Edge.<\/strong><\/p>\n\n\n\nLimitations<\/h2>\n\n\n\n
Whilst we feel it is incredibly fun to play a simulated version of the game inside the model, there are of course limitations and shortcomings of our current approach.<\/p>\n\n\n\n
The most important of which is this is a generative model<\/strong>. Thus, we are learning an approximation to the real environment whose data it was trained on. We do not intend for this to fully replicate the actual experience of playing the original Quake II game. This is intended to be a research exploration of what we are able to build using current ML approaches. Think of this as playing the model<\/em> as opposed to playing the game.<\/p>\n\n\n\nEnemy interactions. <\/strong>The interactions with enemy characters is a big area for improvement in our current WHAMM model. Often, they will appear fuzzy in the images and combat with them (damage being dealt to both the enemy\/player) can be incorrect. Whilst the entire experience is not 100% faithful to the original environment, this aspect of it is particularly noticeable since the enemies are one of the primary things the player will interact <\/em>with.<\/p>\n\n\n\nContext length. <\/strong>In our current model the context length is 0.9 seconds of gameplay (9 frames at 10fps). This means that the model can and will forget about objects that go out of view for longer than this. This can also be a source of fun, whereby you can defeat or spawn enemies by looking at the floor for a second and then looking back up. Or it can let you teleport around the map by looking up at the sky and then back down. These are some examples of playing the model<\/em>.<\/p>\n\n\n\nCounting. <\/strong>The health value is not always super reliable. In particular, counting doesn\u2019t always work fantastically. This can affect the interactions with the health packs and with enemies.<\/p>\n\n\n\nScope of the experience is limited. <\/strong>At the moment, WHAMM is only trained on a single part of a single level of Quake II. If you reach the end of the level (going down the elevator), then the generations freeze because we stopped recording data at that point and restarted the level.<\/p>\n\n\n\nLatency. <\/strong>Making WHAMM widely available for anybody to try at scale has introduced noticeable latency into the actions. <\/p>\n\n\n\nFuture work<\/h2>\n\n\n\n
This WHAMM model is an early exploration of real-time generated gameplay experiences. As a team we are excited about exploring what new kinds of interactive media could be made possible by these kinds of models. We highlight the limitations above not to take away from the fun of the experience, but to bring attention to areas in which future models could be improved, enabling new kinds of interactive experiences and empowering game creators to bring to life the stories they wish to tell.<\/p>\n\n\n\n
Contributions<\/h2>\n\n\n\n
This was a big joint-team effort involving Game Intelligence, Xbox Gaming AI, and Xbox Certification Team. These contributions focus just on the data and model training pipeline.<\/p>\n\n\n\n
Model Training.
<\/strong>Tabish Rashid. Victor Fragoso. Chuyang Ke.<\/p>\n\n\n\nData\/Infrastructure.<\/strong>
Yuhan Cao. Dave Bignell. Shanzheng Tan. Lukas Sch\u00e4fer. Sarah Parisot. Abdelhak Lemkhenter. Chris Lovett. Pallavi Choudhury. Raluca Stevenson. Sergio Valcarcel Macua. Andrew Donnelly.<\/p>\n\n\n\nAdvisory.<\/strong>
Daniel Kennett. Andrea Trevi\u00f1o Gavito.<\/p>\n\n\n\nProject Management.<\/strong>
Linda Wen. Jason Entenmann.<\/p>\n\n\n\nProject Leadership.
<\/strong>Katja Hofmann. Haiyan Zhang.<\/p>\n\n\n\nReferences<\/h3>\n\n\n\n
[1] Kanervisto, Anssi, et al. “World and Human Action Models towards gameplay ideation.” Nature 638.8051 (2025): 656-663.
[2] Chang, Huiwen, et al. “Maskgit: Masked generative image transformer.” Proceedings of the IEEE\/CVF conference on computer vision and pattern recognition. 2022.
[3] Yu, Jiahui, et al. “Vector-quantized Image Modeling with Improved VQGAN.” International Conference on Learning Representations 2022.<\/em><\/p>\n\n\n\n<\/p>\n","protected":false},"excerpt":{"rendered":"
Today we are making available an interactive real-time gameplay experience in Copilot Labs. Head over to this link (opens in new tab) to play an AI rendition of Quake II gameplay, powered by Muse. 5 second video of Quake II gameplay generated in real-time by WHAMM in response to the user’s controller inputs. 5 second […]<\/p>\n","protected":false},"author":41784,"featured_media":1135894,"template":"","meta":{"msr-url-field":"","msr-podcast-episode":"","msrModifiedDate":"","msrModifiedDateEnabled":false,"ep_exclude_from_search":false,"_classifai_error":"","msr-content-parent":0,"footnotes":""},"research-area":[13556,13551],"msr-locale":[268875],"msr-post-option":[269148,269142,269145],"class_list":["post-1135867","msr-blog-post","type-msr-blog-post","status-publish","has-post-thumbnail","hentry","msr-research-area-artificial-intelligence","msr-research-area-graphics-and-multimedia","msr-locale-en_us","msr-post-option-approved-for-river","msr-post-option-include-in-river","msr-post-option-pinned-for-river"],"msr_assoc_parent":[],"_links":{"self":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-blog-post\/1135867","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-blog-post"}],"about":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/types\/msr-blog-post"}],"author":[{"embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/users\/41784"}],"version-history":[{"count":16,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-blog-post\/1135867\/revisions"}],"predecessor-version":[{"id":1135947,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-blog-post\/1135867\/revisions\/1135947"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/media\/1135894"}],"wp:attachment":[{"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/media?parent=1135867"}],"wp:term":[{"taxonomy":"msr-research-area","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/research-area?post=1135867"},{"taxonomy":"msr-locale","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-locale?post=1135867"},{"taxonomy":"msr-post-option","embeddable":true,"href":"https:\/\/www.microsoft.com\/en-us\/research\/wp-json\/wp\/v2\/msr-post-option?post=1135867"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}