Very much inspired by those papers! One of the things that's interesting about our model is it's goal-conditioned, so it can do any task at inference time without training on it. We had a lot of fun making eval environments after we trained the model trying to find interesting things it can do, and that was all after we trained the model. More like prompting an LLM.

(Versus Dreamer, which needs to be trained on a hand-written reward function for each task that you want to do.)

How does this compare to non-stochastic, non-ML AI in games currently?

Pretty different--obviously a lot less consistent today, but capable of a lot more diverse kinds of behavior. As the models get bigger, they'll be easier to prompt, and you could imagine a game designer writing a long prompt for different kinds of NPCs. (E.g. GPT-3 was pretty difficult to get to do a particular thing, although it was very general, but over the years the instruction tuning has gotten a lot better and now it's very easy to ask questions to ChatGPT)