Beside procedural animation, there's also 'ML performance beating simulation' with fluids and smoke, like this:
Really don't know how to judge performance for something like this.
This is really nice. For me it seems a very promising application of ML for games.
But skimming the paper i did not find something about runtime performance, did they mention? Can this run on CPU?
I worked on this myself a lot, but it was all physics simulation. I got walking ragdoll, but having natural behavior and doing actions like carrying stuff or sitting down requires more work.
However it's clear most performance is spent in physics engine which i used as constraint solver also for the motors. I got the conclusion i could have roughly 10 living ragdolls in a game on some old quad core i7 920, but could be more because physics engine became faster since then.
The biggest plus is that i don't require motion capture data at all, but not sure if i could reach such quality as shown. I'm optimistic, but... 2 years of work at least.
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However, personally i'd be most interested in procedural details for game worlds. Obviously for offline content creation, but even more for compression purposes on the runtime client.
Imagine to create games without instancing the same modular models and textures over and over. Assuming we have powerful procedural tools to assist, i guess it would make building game worlds faster, more easy and less restricted. And it could solve the illusion breaking seams of texture and geometry we have everywhere currently.
Also, as i'm working on automated lod generation for the whole static world and texture space shading (not sure yet any of this is practical), it's worth to mention all of this makes instancing harder and less attractive than it currently is.
So there is motivation to get rid of instancing and memory budgets for both technical and artistic reasons. Assuming we could make this work, the final limitation becomes storage space. Because Rage was not very detailed when looking close.
Could ML be used on the client to generate detail from sparse given data, like low res textures and material hints? Probably yes.
Too bad i feel to old to learn about ML.
I see some alternative options, but likely that's much harder to do...