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Unbounded: A Generative Infinite Game of Character Life Simulation

Jialu Li, Yuanzhen Li, Neal Wadhwa, Yael Pritch, David E. Jacobs, Michael Rubinstein, Mohit Bansal, Nataniel Ruiz

TL;DR

A specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments.

Abstract

We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.

Unbounded: A Generative Infinite Game of Character Life Simulation

TL;DR

A specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments.

Abstract

We introduce the concept of a generative infinite game, a video game that transcends the traditional boundaries of finite, hard-coded systems by using generative models. Inspired by James P. Carse's distinction between finite and infinite games, we leverage recent advances in generative AI to create Unbounded: a game of character life simulation that is fully encapsulated in generative models. Specifically, Unbounded draws inspiration from sandbox life simulations and allows you to interact with your autonomous virtual character in a virtual world by feeding, playing with and guiding it - with open-ended mechanics generated by an LLM, some of which can be emergent. In order to develop Unbounded, we propose technical innovations in both the LLM and visual generation domains. Specifically, we present: (1) a specialized, distilled large language model (LLM) that dynamically generates game mechanics, narratives, and character interactions in real-time, and (2) a new dynamic regional image prompt Adapter (IP-Adapter) for vision models that ensures consistent yet flexible visual generation of a character across multiple environments. We evaluate our system through both qualitative and quantitative analysis, showing significant improvements in character life simulation, user instruction following, narrative coherence, and visual consistency for both characters and the environments compared to traditional related approaches.

Paper Structure

This paper contains 28 sections, 3 equations, 12 figures, 3 tables.

Figures (12)

  • Figure 1: An example of Unbounded. We follow the life of Archibus, the user's custom wizard character. The user can interact with the generative game using natural language, and Archibus' hunger, energy and fun meters update accordingly. A spontaneous and unconstrained story unfolds while the user plays, and the character can explore new environments with a myriad of possible actions and unexpected interactions. The game runs in interactive speeds, refreshing every second.
  • Figure 2: Example of Unbounded. Based on an initial user input, Unbounded sets up game simulation environments, and generates character actions in the environments. Users can interact with the character with natural language instructions, exploring the game with unlimited options.
  • Figure 3: Generative game examples of Unbounded. The user can insert a custom character into the game, engage with the character through natural language instructions, bring the character to different environments, and interact with it to maintain a healthy state under the games' mechanics.
  • Figure 4: (a) Our overall image generation method. We achieve real-time image generation with LCM LoRA, maintain character consistency with DreamBooth LoRAs, and introduce a regional IP-Adapter (shown in (c)) for improved environment and character consistency. (b) Our proposed dynamic mask genreation separating the environment and character conditioning, preventing interference between the two.
  • Figure 5: Attention map between character embedding and hidden states in cross-attention layers in different blocks. The character embedding we use is "A [V] witch".
  • ...and 7 more figures