Oh no! Where's the JavaScript?
Your Web browser does not have JavaScript enabled or does not support JavaScript. Please enable JavaScript on your Web browser to properly view this Web site, or upgrade to a Web browser that does support JavaScript.

ML and AI

ML and AI discussions
147 posts | Last Activity on 17-01-2026 00:30 by Kevin
K
Kevin 17-01-2026 00:30, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: TechGamer_92 (OP) This has been incredibly helpful. Sounds like interactive realism is less about any single feature and more about creating coherent systems that respect player intelligence and respond logically to their actions. Thanks everyone for the detailed explanations!
K
Kevin 17-01-2026 00:30, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: GameDesignStudent For my thesis I'm researching how interactive realism affects player immersion. Preliminary results suggest that consistency matters more than depth. Players forgive limited interactivity if the rules are clear and consistent. Minecraft is a perfect example - simple block-based physics, but totally consistent. Players internalize the rules and then express creativity within those constraints. Meanwhile, games with inconsistent interactivity (some objects movable, others not, with no visual distinction) break immersion even with higher fidelity.
K
Kevin 17-01-2026 00:30, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: EnvironmentalArtist You're both right. Visual realism and systemic realism are different beasts that often get conflated. As an environment artist, I can tell you photogrammetry and PBR materials create convincing visuals, but they don't make a world interactive. Ghost of Tsushima looks gorgeous with its grass physics and particle effects, but the interactivity is fairly standard - you can't set fires that spread, can't chop trees, can't divert rivers. Compare that to Breath of the Wild where nearly everything is interactive despite simpler graphics.
K
Kevin 17-01-2026 00:30, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: RetroGamer Does anyone else think the obsession with realism has hurt creativity? Some of the most interactive games I've played - Dwarf Fortress, Noita, Rain World - achieve amazing emergence without photorealistic graphics or mo-capped animations. Dwarf Fortress simulates individual thoughts, social relationships, and even generates poetry. That's interactive realism at a systemic level. The ASCII graphics are irrelevant when the simulation underneath is that deep.
K
Kevin 17-01-2026 00:30, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: AIResearcher_PhD From an AI perspective, interactive realism in NPC behavior remains one of the hardest problems. Games like The Last of Us Part II made strides with enemies calling out names of dead allies and flanking intelligently, but it's still finite state machines with clever scripting. True interactive realism would mean NPCs with persistent memory, emotional states, and goals independent of the player. Watch Dogs: Legion attempted this with its "play as anyone" system where every NPC has a procedurally generated background, but the execution felt shallow because those backgrounds didn't deeply affect behavior. The holy grail would be NPCs you can have unscripted conversations with about game events they've witnessed. We're not there yet, though LLM integration might change that in coming years.
K
Kevin 17-01-2026 00:29, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: DevInsider Fair criticism. There's definitely a spectrum. Kingdom Come: Deliverance tried authentic realism with its combat and save systems - and many players found it tedious rather than immersive. Turns out realistic lockpicking minigames get old fast. The sweet spot seems to be selective realism. Simulate the parts that enhance gameplay, abstract the parts that would bore players. Flight simulators have understood this for decades with their "realism" vs "arcade" settings.
K
Kevin 17-01-2026 00:29, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: SkepticalGamer I think we need to be careful about overselling this concept. A lot of "interactive realism" is smoke and mirrors. Yes, RDR2's horse testicles shrink in cold weather - but that doesn't make the core gameplay loop more realistic. You still take 15 bullets to the chest and heal by eating canned beans. Real interactivity means player agency. Does the world genuinely respond to my choices, or am I just experiencing elaborate window dressing between scripted missions? Most games claiming realism fall into the latter category.
K
Kevin 17-01-2026 00:29, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: VR_Enthusiast VR has really pushed interactive realism forward in ways flat-screen gaming can't match. Half-Life: Alyx lets you physically rummage through drawers, manually reload weapons, and use objects in unscripted ways. I once stacked boxes to reach a high window - not because the game told me to, but because the physics allowed it. Boneworks took this further with full-body physics. Your character has weight and momentum. You can't just teleport your hands through objects. This creates emergent problem-solving that feels genuinely realistic.
K
Kevin 17-01-2026 00:29, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: SimulationFan Absolutely. The Sims is actually one of the best examples of interactive realism in a non-combat context. The needs system, relationship dynamics, career progression - they all feed into each other. A Sim who's tired performs worse at work, gets fired, becomes depressed, neglects friendships. It's a cascade of realistic consequences. The Sims 4 added emotional states that affect autonomous behavior and available interactions. An angry Sim might pick fights they normally wouldn't. That's interactive realism in social simulation form.
K
Kevin 17-01-2026 00:29, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: TechGamer_92 (OP) That makes sense. So would you say games like The Sims qualify? They have tons of interconnected systems where your actions matter.
K
Kevin 17-01-2026 00:29, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: IndieDevMike Speaking as someone working on a small survival game, implementing interactive realism is brutally expensive development-wise. You're essentially building interconnected systems rather than linear content. For example, we have a temperature system. Sounds simple, right? But it needs to account for: Time of day and season Weather conditions Clothing insulation values Player activity level (running generates heat) Proximity to fire sources Wet vs dry status Then that temperature affects health regeneration, stamina drain, and food consumption rates. One system cascades into five others. Multiply that across your whole game and you see why AAA studios with huge teams gravitate toward this while smaller teams often can't justify the cost.
K
Kevin 17-01-2026 00:29, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: GameHistorian2000 Interesting you mention this now. Interactive realism as a design philosophy really picked up steam around 2015-2017. Earlier attempts existed (Shenmue in 1999 tried this with its day/night cycles and NPC schedules), but hardware limitations meant compromises. What changed was CPU capabilities and better middleware. Developers could finally run complex simulations without tanking frame rates. The Witcher 3's ecosystem where monsters only appear in certain conditions, or Metal Gear Solid V's guard shift rotations - these became feasible.
K
Kevin 17-01-2026 00:28, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: PhysicsNerd_ To add to that, the physics simulation matters tremendously. Games like Teardown or BeamNG.drive showcase interactive realism through destructible environments and real-time material deformation. When you crash a car in BeamNG, the crumpling follows actual physics principles - not canned animations. Same with Blade and Sorcery's combat system. The weapons have weight, momentum, and collision detection that makes every fight feel different because it's actually calculating forces in real-time.
K
Kevin 17-01-2026 00:28, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Reply by: DevInsider Interactive realism goes way beyond visual fidelity. It's about creating systems where player actions have logical, consistent consequences that mirror real-world cause and effect. Think about Red Dead Redemption 2 - when you don't eat, Arthur loses weight and stamina. When you don't clean your guns, they jam. The NPCs remember if you've been a jerk to them. That's interactive realism. The key difference from traditional scripted events is that these systems run continuously whether you're paying attention or not. The world doesn't pause waiting for you to trigger the next cutscene.
K
Kevin 17-01-2026 00:28, 1 day ago
Re: What exactly defines Interactive Realism in modern games?
Posted by: TechGamer_92 I keep seeing this term thrown around in reviews and developer interviews, but I'm not entirely clear on what separates interactive realism from just good graphics. Is it about physics? AI behavior? Something else entirely?
K
Kevin 15-01-2026 11:25, 3 days ago
Re: Using AI agents to automate technical documentation - worth the effort?
Reply by technical_writer_karen This has all been incredibly helpful, thanks everyone. Sounds like the key points are: use agentic approach with access to real data not just prompting, maintain strict human review especially for safety content, track everything for compliance, and set up change detection to keep docs current. Going to pitch this to management with Lisa's ROI numbers as a starting point. One more question - did any of you face pushback from your technical teams about AI writing their documentation? I'm worried our engineers are going to think I'm trying to replace them or something.
K
Kevin 15-01-2026 11:24, 3 days ago
Re: Using AI agents to automate technical documentation - worth the effort?
Reply by quality_manager_lisa Going back to Karen's original question about ROI, we tracked metrics for six months and found that AI-assisted documentation reduced initial draft time from an average of 4 hours to 1 hour per procedure. The review and approval time stayed about the same at 2 hours. So we went from 6 hours total to 3 hours total per document. With our volume of about 150 new/updated procedures per year that's roughly 450 hours saved or about $30k in labor costs. The Azure costs were around $5k annually so definite positive ROI. The bigger benefit though was actually the consistency - all our docs now follow the same structure and style which makes audits way smoother. We passed our ISO recertification with zero documentation findings for the first time ever.
K
Kevin 15-01-2026 11:24, 3 days ago
Re: Using AI agents to automate technical documentation - worth the effort?
Reply by ml_infrastructure_dan For diagrams we're using a hybrid approach - the AI can't draw P&IDs from scratch but it can update existing ones if they're in a structured format. We converted our CAD drawings to a JSON representation and the agent can modify that, then we re-render to PDF. It's janky but works for simple changes like adding a valve or updating a tag number. For completely new diagrams you still need a human. Infrastructure-wise you don't need much, we're running everything on a single Azure VM with 8 cores and no GPU. The LLM API calls are cloud-based anyway so local compute is just for the orchestration logic. Our monthly Azure OpenAI bill is around $400 and we're processing about 200 documents per month, so pretty cost effective compared to hiring another tech writer.
K
Kevin 15-01-2026 11:23, 3 days ago
Re: Using AI agents to automate technical documentation - worth the effort?
Reply by technical_writer_karen Carlos that's brilliant, the automatic change detection would solve so many headaches. We're constantly playing catchup because engineers make changes and forget to tell us. How are you handling diagram updates though? A lot of our documentation is P&IDs, wiring diagrams, network topology drawings etc. I assume the AI can't generate those automatically right? Or can it? Also what kind of infrastructure do you need to run this? We're a smaller operation, I can't justify a massive GPU cluster or anything.
K
Kevin 15-01-2026 11:23, 3 days ago
Re: Using AI agents to automate technical documentation - worth the effort?
Reply by devops_infrastructure_carlos James we're working on exactly that problem right now. Set up a system that monitors our version control repos and triggers documentation review whenever PLC code or HMI screens change significantly. Not fully automated yet but the agent generates a diff report showing what changed and which documentation sections might be affected. Uses embeddings to find relevant docs: [code]from langchain.embeddings import OpenAIEmbeddings from langchain.vectorstores import Chroma # When code changes detected def check_doc_impact(code_changes): embeddings = OpenAIEmbeddings() vectorstore = Chroma(persist_directory="./doc_db", embedding_function=embeddings) # Find related documentation relevant_docs = vectorstore.similarity_search( code_changes.description, k=5 ) return [doc.metadata['doc_id'] for doc in relevant_docs] [/code] Then we automatically create Jira tickets for the doc team to review those specific sections. Cut our "stale documentation" problem by like 40% in the first quarter.
You can view all discussion threads in this forum.
You cannot start a new discussion thread in this forum.
You cannot start on a poll in this forum.
You cannot upload attachments in this forum.
You cannot download attachments in this forum.
Sign In
Not a member yet? Click here to register.
Forgot Password?
Users Online Now
Guests Online 5
Members Online 0

Total Members: 21
Newest Member: brijamohanjha