Procedural generation and generative AI are separate, distinct areas under the umbrella term of generative systems.

Regardless of opinions about the respective fields, I hope we can agree on using the right terms for the right things, to foster clear communication.

Feedback on the chart is welcome. Let me know if you find anything inaccurate or misleading, though keep in mind I had to leave out many details for brevity.

#ProcGen #GenerativeAI

Interesting discussions in the replies! I added some notes at the bottom with various clarifications. Apart from that, I think the existing text in the chart held up fine.
#ProcGen #GenerativeAI
@runevision Props for using the word "statistics" in the description of generative AI.
@runevision This is a very similar conversation to when I talk to students about "AI" in game dev
(a term that for decades has meant something like "designing and authoring gameplay systems that imply character or intention")
and have to really stress that it's not the same idea as ML, AGI or genAI. And also these days I need to add that stuff sold as "AI" often isn't even any of those things.
@runevision I think a lot of the confusion (and grift) would go away if we could get everyone to just stop using "AI" as in "genAI" and used more accurate/descriptive terms... but that's never going to happen. 😅
@MrBehemo Yeah, it's a bit annoying. To be fair though, I don't see strong arguments for why path-finding, decision-trees etc. have more claim to the term 'AI' than the large trained statistical AI models it currently gets associated with. None of it is intelligent anyway. The best solution I see it to just use more specific terms that can't as easily be hijacked.

@MrBehemo @runevision

That's my take, too. My first criticism of the chart is that it accepts "Generative AI" as a proper use of "AI."

@Professor_Stevens @MrBehemo AI on its own is such a broad and fuzzy term that has been used about anything that gives even the slightest impression of autonomy. As such it's not very descriptive, as it can mean almost anything.

But the combination "generative AI" has a much more specific usage. It does not refer to a lot of unrelated things. So judged on its capability for clear communication, it works fine IMO.

@runevision @MrBehemo

"AI" is fuzzy because the modern popular press is lazy. Russell & Norvig is the most widely accepted text on AI. The definition there is, “the designing and building of intelligent agents that receive percepts from the environment and take actions that affect that environment.”

@Professor_Stevens @MrBehemo That definition just passes the buck to defining what constitutes "intelligent agents" and what constitutes an "environment".

@runevision @MrBehemo

One can avoid the implications of a definition by recursively calling for more definitions of the words in a definition. There is, however, more to their book than I can excerpt here. Have you read it?

@Professor_Stevens @MrBehemo I haven't read it; I've mostly read books about AI in the context of game development. But in any case, academics don't really have a monopoly on defining terms and words. The meanings of words evolve based on how people use them in practice, and all anyone can do is attempting to influence it (as I'm doing too here with my chart and posts).

@runevision @MrBehemo

Lacking a monopoly isn't the same as being of no relevance. Your chart makes a (imo, crucial) distinction between procgen and what some people call "gen AI." I am with you all the way on that! But the chart isn't just about gaming.

You asked for feedback. Mine is that you have a great chance with this format to add that not everyone even accepts "gen AI" as AI.

@Professor_Stevens @MrBehemo Diving a bit more into your argument, what is it about generative AI you don't accept as AI? From my understanding, generative AI is based on deep neural networks, which Russell & Norvig specifically cover in their book? Russel has also done presentations that mentioned chatGTP etc. and, while skeptical of their utility, does not seem to question it being under the umbrella of "AI"?
@runevision @Professor_Stevens I would say that until recently the "I" in "AI" was understood to be "Intelligence" but we don't currently have any ML model that is anything like an intelligence. That could be centuries away or even impossible. It's only recently that we reassessed this concept of "intelligence" to include stochastic content generators. I don't see how it can be demonstrated to apply in any meaningful sense of the word.
@MrBehemo @Professor_Stevens Sure, but not just in ML. We don't have anything artificial that's "intelligent" at all by human standards. And if it's not by human standards then, well, it depends on what your standards are. LLMs come closest to passing the Turing Test (arguably they passed it, and now the value of the test is questioned instead), so if anything has a claim to the term "AI" at all, it might as well be that as anything else. But that's all a bit besides the point of my chart.
@runevision @Professor_Stevens
I think you and I are in agreement, Rune. 😄 I don't really have any criticism of your chart. I was just chatting about the general usage of the terms. To paraphrase what I said way above, it'd be nice if we could redefine everyone's terminology, but we know that's not how language works.
@runevision @Professor_Stevens Side notes: I'm a generalist game dev and educator (beginner levels), not a ML expert by any means. I guess the Turing Test is obsolete at this point.
@runevision Procedual systems often use hand-crafted content as the ingredients - i.e, not everything will be governed by the procedual algorithm, and sometimes the algorithm picks handcrafted content and subtracts features. Not sure how to say it preciscly, but I feel a lot of procedual system I have seen in use for games, contain a lot of hand-crafted content.
@havchr Definitely! Good point that my chart does not say anything about incorporating hand-crafted content; I guess I take it for granted. Right now I'm not sure how to incorporate it into the descriptions without them becoming less clear (or a lot longer) as a result. Hmm.

@runevision Could add that procgen often uses a seed to make the results reproducible whereas GenAI's statistical model usually has non deterministic output?

The ability to give the same input to a procgen system and get the same output is helpful to debugging the algorithm and have confidence in what you can expect from the system -- essential for use in games.

I guess GenAI tends to give different output for the same input because it uses the previous input as additional input? Not sure.

@idbrii Some gen-AI tools take a seed too. I’ve seen some generated images online I was able to 100% recreate locally. If a tool doesn’t provide a way to set the seed, that’s a design decision - just like for proc-gen.

@runevision The problem is that people use the term "procedural" to denote anything that is not precomputed i.e. "generated on the fly".

So generative AI would then be a subset of procedural generation ...

This is a futile battle. I remember the time when anything above pushing pixels to the screen was considered "AI" in games - even playing keyframe animations.

Or terms like "mixed reality" (nope, nothing to do with Hololens), "XR" - or "hologram" used to describe Pepper's ghost.

@janoc200 It's actually not very often I've seen people refer to generative AI as procedural generation, just once in a while, which is why I'm not sure attempting to influence the discussion is completely futile. And for example, the procedural generation subreddit is not overrun with generative AI content (on the contrary!) even though way more people are creating that kind of content compared to procedural generation.

@runevision That's probably because the current AI tools are simply not good enough (yet?) and difficult to use for lay persons for most stuff one would want to use as "procedural content".

Apart from talking to NPCs using some LLM which is the low hanging fruit, there isn't much else - e.g. level generation, geometric asset generation, etc. even though attempts have been published. So the "classic" techniques still win here.

@janoc200 Not sure about that. The subreddit has frequent posts of just artistic images generated procedurally. And creating images is certainly easier with generative AI than by coding procedures.

@runevision

I didn't mean generating images - that's apart from textures not something all that useful when working on a game.

When people think about "procedural content" it is usually 3D geometry that is being generated, whether individual objects or entire levels and worlds.

And while there has been some work on creating neural networks capable of generating these, including rigged meshes for animation, it is far from something practically usable so far.

@janoc200 I agree with you in the context of game development, but none of the terms the chart is about - generative systems, procedural generation, and generative AI - are confined to game development.

@runevision

Yes, true - but outside of that context I haven't really encountered anyone making this link between generative AI and generative systems.

OTOH, what do you even define as "procedure" and "rules"?

Would an inference runtime executing a trained network not count as a "procedure" and "algorithm" only because it runs something based on statistics? I think any computer scientist would vehemently disagree there.

Why to even make such a contrived distinction?

@janoc200 I attempted to make it clear in the chart that the defining trait is rules tailored to the subject matter. In procedural generation you'd have different rules for different things. In generative AI you have the same rules, just with different weights or parameters.

@runevision

To me that sort of distinction is rather artificial, IMO.

Moreover, procedural generation doesn't necessarily mean it must be rule-based.

It would make more sense to put it as a distinction between generative neural networks and specifically rule-based (or grammar-based) systems (which can be also non-deterministic, btw) if that's what you want to explain.

Otherwise it is overly general and risks stretching the terminology way too far.

@janoc200 I don't see what's artificial about it. I think it's a very fundamental distinction whether different subject matters are approached by constructing different rules/logic/algorithms, or just by shifting weights based on training data within without changing the logic at all. And by far the most instances of people using the term procedural generation aligns with that distinction as well.