
Microsoft's AI Copilot Demonstrates Playable Quake II Level
Microsoft has unveiled a browser-based, playable level of the iconic video game Quake II, showcasing the potential of its Copilot AI platform in the gaming world. This demo allows users to experience a single level of Quake II, controlled via keyboard, for a limited time.
According to a blog post from Microsoft researchers, the Muse family of AI models enables users to interact with the game environment using keyboard or controller actions, with the AI model responding in real-time. This essentially allows players to "play inside the model."
To demonstrate these capabilities, the researchers trained their AI model on a Quake II level, a property Microsoft acquired through its ZeniMax acquisition. They were "delighted" to find they could explore the simulated world, move the camera, jump, crouch, shoot, and even interact with objects like exploding barrels.
Research Exploration, Not Perfect Gameplay
It's important to note that Microsoft emphasizes this as a "research exploration," suggesting users should view it as "playing the model" rather than the actual game. They acknowledge limitations, including fuzzy enemies, inaccurate damage and health counters, and the AI's struggle with **object permanence**. The model sometimes "forgets" about objects that are out of sight for even a short period.
However, the researchers suggest that these limitations can also lead to unexpected and amusing gameplay. For example, players might be able to "defeat or spawn enemies by looking at the floor," or even "teleport around the map" using specific actions.
Writer and game designer Austin Walker offered a more critical perspective. After experiencing issues like being trapped in a dark room during gameplay, Walker argued that this demonstration reveals "a fundamental misunderstanding of not only this tech but how games WORK."
Walker referenced Microsoft Gaming CEO Phil Spencer's statement about AI potentially aiding game preservation by making classic games "portable to any platform." Walker countered that the intricacies of games like Quake – including code, design, art, and audio – create specific and often surprising gameplay experiences. Replicating these experiences through AI requires accurately rebuilding these inner workings, or those "unpredictable edge cases" are lost.
In conclusion, while Microsoft's AI-powered Quake II demo offers a glimpse into the future of gaming and AI integration, it also highlights the challenges of replicating the complex and nuanced experience of playing a well-designed video game.
Source: TechCrunch