Just watch for anomalies and deal with them however you want. Makes perfect sense. That sounds like a relatively low effort way to make the simulation dramatically more secure.
Does seem to me like an old-fashioned physics/game engine might be easier to make, run faster, and be more self-consistent. It would probably lack superresolution and divine intervention would have to be done manually.
I’m curious what you see as the major benefits of neural-driven sim.
I just see neural-driven sims as the future largely because they can greatly reduce costs. Look at the art industry transformation enabled by the latest diffusion image generators and project that forward to film and then games. Eventually we will have fully automated pipelines that will take in prompts and then generate game designs, backstories, world histories, concept art, and then entire worlds. These pipelines will help us rapidly explore the space of environments that have the desired properties.
Just watch for anomalies and deal with them however you want. Makes perfect sense. That sounds like a relatively low effort way to make the simulation dramatically more secure.
Does seem to me like an old-fashioned physics/game engine might be easier to make, run faster, and be more self-consistent. It would probably lack superresolution and divine intervention would have to be done manually.
I’m curious what you see as the major benefits of neural-driven sim.
I just see neural-driven sims as the future largely because they can greatly reduce costs. Look at the art industry transformation enabled by the latest diffusion image generators and project that forward to film and then games. Eventually we will have fully automated pipelines that will take in prompts and then generate game designs, backstories, world histories, concept art, and then entire worlds. These pipelines will help us rapidly explore the space of environments that have the desired properties.