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Research on AI use cases for gaming

Started by Riccara18 Jul 6 at 5:41 PM 1 replies 200+ views
Original Post
Riccara18
Riccara18

Hey guys,

we are conducting research on AI use cases in the gaming industry and would highly value your perspective.

The survey covers 96 use cases and takes less than 30 minutes to complete.

Your input will directly contribute to building a comprehensive view of how AI is shaping the future of gaming.

Click the link to answer the survey: AI use cases in gaming survey

Thank you in advance for your time and insights. ๐Ÿ˜Š

frob
frob

Looking at the first round of questions, I'm guessing you're in a garbage in, garbage out scenario.

I didn't go far enough to see, but it doesn't look like you're doing anything to take into account the experience of the people. Your use cases are also not nuanced enough to be meaningful for me.

Looking at a few...

Your first one, multilingual live translation. There are systems out there that try to do it, like the one available in PlayFab from Microsoft. The question, does it require further R&D. Obviously yes, it's not live, it's delayed because an utterance must be complete before it can be translated. Emotional translation is present but known to have all kinds of issues. On the flip side, if you're already paying for the infrastructure it's at least something. The follow-up sub-question about a combined "how useful" trying to consider market demand, revenue, cost savings, and difficulty to copy, that's almost entirely nonsense because the demand in one product is unrelated to demand in another product. Then the sub-question about how feasible it is to build and deploy it, there's a radical difference in feasibility for a AAA product versus a small studio project vs a hobby project.

Then your second question, AI knowledge base. Same sets of subquestions. What does it even mean? Is it a replacement of confluence pages, an internal wiki, or something that consumes an existing system and somehow generates the knowledge base? Asking about the "commercial value" of it, the value will depend on the company, a company with 400+ workers on a project is radically different from a small team of 10, which is different again from a hobby game with one or two friends. The questions about tech maturity, data availability, and time to market are also nonsense for the same reasons. A major game like GTA6 trying to make a knowledge base for the players, or on the scale of Hogwarts Legacy, or a project like Stardew, they're all so radically different that the comparison makes no sense. Then the score you give, "High / Medium / Low", practically useless as well.

Predictive revenue systems based on customer behavioral patterns, generative modeling and rigging, test systems used by multi-billion-dollar corporations, generated music that ranges from what's coming out of advanced generators or at the level of what was coming out of DirectSound libraries 25 years ago, comparison of systems with 30,000+ active modders that really only applies to Minecraft and Skyrim these days, ... just nonsense all around the board.

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