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Simon· 来源· @iced_coffee_dev · X·· 16 小时前AI 评分42
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Been thinking a lot about AI disclosure for games, since it's been a hot topic.

Steam requires disclosure for player-facing content created with the help of AI tools, but says efficiency gains from AI development tools aren't the focus.

Let's say I'm making a tree mesh for my game.

Two obvious endpoints:

  • I manually model it in Blender. No disclosure.
  • I generate it using Tripo/Meshy. Disclosure.

Now let's interpolate from t=0 to t=1:

  1. I model the tree, but use a Codex-written exporter.
  2. I model the tree, but use Codex-written UV, LOD and geometry optimization tools.
  3. I model the tree, but write some scripts, with Codex help, to automate branch placement, leaf distribution, etc.
  4. I automate more of the modelling until I've written a procedural tree generator.
  5. I design and write my own procedural tree generator, with Codex helping debug and optimize it.
  6. I design the procedural tree generator, but Codex writes the implementation.
  7. I give Codex reference images, ask it to suggest improvements to my design, then implement those suggestions myself.
  8. Same as above, but Codex implements the suggested improvements.
  9. I give Codex reference images and ask it to design and implement the generator itself.
  10. I use that generator, manually selecting and tweaking parameters until I'm happy with the trees.
  11. Codex operates the generator and chooses the parameters, but I review and approve the results.
  12. Codex operates the generator, chooses the parameters, and selects which trees ship, without my involvement.
  13. I ask Codex to operate Blender directly and create the trees.
  14. I generate the trees using Tripo/Meshy.

Under a literal reading, at every point in that list, the player-facing content was "created with the help of AI tools".

At what point did this cross from AI-assisted development into AI-generated art?

Is this going to be the same for everyone?

来源:Simon · x.com