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Siân Brooke – Assistant Professor and MacGillavry Fellow @ DLab, Informatics Institute, University of Amsterdam

As generative AI (GenAI) becomes increasingly embedded in the game development pipeline, from character creation to procedural world-building, it brings with it both exciting possibilities and ethical challenges. This talk explores how GenAI tools are shaping the future of games, and asks: Who might be left out of what we are designing? Focusing on issues of gender, queer, neurodiversity and intersectional inclusion, this talk will examine how bias can enter at every stage of the development process and how these biases can impact both players and creators.

genai

Main focus of the talk will be on ensuring coherent behavior of the NPC using (pretty much any) LLM. Technology agnostic, this talk presents general problematic and a simple solution.

llms artificial intelligence
Joey Faulkner – Senior Machine Learning Research Engineer @ PLAYERUNKNOWN Productions

In this talk we will take a deep dive into how we setup and train our guided generation system for our upcoming game Prologue: Go Wayback!. Our guided generation system allows creative people to design rough outlines of levels which then create landscapes which retain natural features. This allows us to generate near-infinite varied landscapes but still include creativity from level designers (and even players!). We will go over data preparation with pysheds, training with hugging face diffusers and shipping to users with ONNX.

pysheds hugging face diffusers onnx machine learning
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