top | item 38868185

Launch HN: Rosebud (YC S19) – Turn game descriptions into browser games

293 points| lishali88 | 2 years ago

Hi everyone! I'm Lisha, the founder of Rosebud AI (https://www.rosebud.ai/). We're building a platform to help users go from description to code to game. We aim to make game creation accessible to non-technical creators, so our UI provides explanations alongside the generated code.

Users have created a diverse range of games on Rosebud, including top-down RPGs, AI companions, and 3D obstacle courses, all within a few hours and sometimes minutes. Here are some examples you can play and clone (to start your own project).

* Anime Jester Companion: https://play.rosebud.ai/games/ba438cc4-246e-432e-b170-4e1694... * Chat and Care for your Digital Puppy: https://play.rosebud.ai/games/f32a8159-7acf-4db6-a82c-70296f... * Sphere Sync (3D game: align the sphere with the right color): https://play.rosebud.ai/games/96dfd5e1-62d4-47d8-a3e9-11038c... * Basketball: https://play.rosebud.ai/games/a0e70622-e923-4517-8c1f-728dcf... * Neon Waltz Generative Art: https://play.rosebud.ai/games/e32bd12b-7cc9-4f9a-b385-42ae0b... * Chat with Deku from My Hero Academia: https://play.rosebud.ai/games/716fd998-aab6-4185-8375-85d9ee...

A simple way to think about Rosebud is ChatGPT + Midjourney + Replit. ChatGPT, because we give users a chat interface for this code editor so they can describe the game they want to make and generate game code; Midjourney, because we let users generate assets inside Rosebud, 2D and 3D, to be used in their games; And Replit, because Rosebud includes a browser based code editor that lets you deploy your game instantly.

Sometimes, users generate a code base from scratch via prompts. Often a simpler place to start is to modify (“clone”) an existing project on Rosebud. In both cases, we need to eventually convert user descriptions and modifications of the game into edits and changes to the codebase. To solve this problem, we had to experiment heavily with using LLM agents in production. Our agent framework tries to follow the instructions of user prompts by deciding when and whether to call upon a number of generative models (some for code generation, some for asset generation, some for character dialogue, and some for game ideas). It also must decide where to insert code snippets when it generates them. Often, a user is asking for ideas or something too vague, and our agent has to decide when to ask for feedback and clarifications.

Not surprisingly, if we impose more constraints, on both the programming framework and game genres supported, our agent will perform better. However, the constraints on the types of games users can make and frameworks we want to support also constrains how flexible our platform is. Balancing these two factors, we decided to only support browser-based, JavaScript frameworks and focus on supporting AI NPCs that use LLMs themselves for dialogue and actions. This allows us to create abstractions that enable the agent to alter the codebase more successfully and guide the creator towards a more successful experience. Furthermore, we found that our beta testers are very creative with making AI character based games, and the resulting game is usually fun for players.

How does Rosebud differ from Roblox, Unreal, or Unity simply adding a co-pilot? Incumbent game engines optimized their user-flow and tech stack before the advent of generative AI, and many of their user-flows are well established. We have the advantage of designing this game creation flow from the ground up. It's not just about adding code completion to an existing code editing app and including asset plugins. Such an approach wouldn't fully harness the power of LLMs. We have a chat-first interface, and having identified the limitations of agents, we can create more safeguards for users where failure is likely. Our approach will make it possible for non technical creators to also contribute to making games. Check it out for yourself!

To try Rosebud: (1) head over to https://www.rosebud.ai/hn for access to our Discord beta tester channel and a special role. (2) then go to https://play.rosebud.ai and use the code HelloHN to get immediate access. We have an array of trending projects that users can clone and mod to get started, including various character chat based games.

Here’s a video onboarding of Rosebud in action: https://www.youtube.com/watch?v=h99H3FefxU0&ab_channel=Roseb...

Re business model, we plan on following in Roblox’s footsteps, i.e. keep it free for developers and take a cut of what they can charge users. Since AI tools cost more from usage than just hosting, we may have to evolve that model and see what the unit economics are (and separate a premium versus free tier for devs).

(Oh and in case you’re wondering why a YC S19 startup is launching now: we basically pivoted. We were always in consumer generative AI, but focused on images until this spring, but always wanted to focus on games–Rosebud is in fact a reference to the cheat code in The Sims. When code gen got good enough this year to work for UGC in gaming, we decided the time had finally come and switched.)

Some encouraging user feedback from our beta: “I have done some modding before, and I must say, this is much easier. Even when I occasionally need to code, the AI can answer all my questions and tell me how to achieve what I want. Normally, I would have to conduct numerous Google searches. What you guys have created is truly amazing.” “I’ve used Chat GPT to help me code simple games in Unity. This seems more connected and easier to work through.” “This is fascinating. This is ** amazing. Yeah, I know it's obviously early on, but already works for rad generative art. I'll say that much.” “Can finally call myself a game developer lol. Damn that sounds so good.”

We’re a small team working on this for the last few months, so a lot of things are far from perfect. Constructive feedback is very welcome!

101 comments

order

btown|2 years ago

Next up: an AI that can watch a deceptive mobile game ad and actually create the game that they're falsely advertising!

Jokes aside, this is very cool. There's always the interesting tension of vendor lock-in vs. portability that defines the low-code space. Roblox's social ecosystem allowed it to make exclusivity to its platform a selling point to incentivize creators, but that might be harder for browser delivery - will people use you to prototype, then need to leave you once they want to move towards commercialization? To engender that ecosystem, finding a way to keep people on platform beyond a single game session will be an interesting challenge - but you have a tremendous ability to recommend related games to people and understand engagement with specific parts of a game.

On another note:

> Rosebud is in fact a reference to the cheat code in The Sims

There's something incredibly poetic about Citizen Kane being remembered more for its influence on a game than anything else - which, I think, would delight the character.

lishali88|2 years ago

There’s definitely a lot to learn from Roblox! The first thing they got right was to make it many orders of magnitude simpler to make games than the incumbents of the time, that’s why it was so easy for Roblox to get many fun games on their platform and build an audience. This is also why we're emphasizing leaning into an AI native approach to have a unique advantage to making creation easier. Following that, as you say, enabling monetization on a browser based platform will be a necessary later step to keep creators incentivized. I think there’s no technical constraint to making monetization possible on our platform, so we are just not choosing to focus on this first because if we can show that the creation experience is far better on our platform, then it will bring a lot more users into it to make the platform even more attractive for creators.

Our belief is also that there’s no platform currently that makes it easy to deploy agent based games, where AI characters and dynamic AI agents are used in game. Given how popular even some basic AI character games are (look at the usage of Character AI!!), if we make such games easier to create, I trust that creators will be able to make very popular games. We’ve been having live game jams biweekly on our discord (next one next week!) and already see some magic being made, even in the closed beta!

cobertos|2 years ago

Or perhaps the AI can generate a somewhat passable mobile game that can then be filled with ads and micro transactions en masse to fill an app store?

Painful to think about, bringing down the cost of content generation

diqi|2 years ago

> Next up: an AI that can watch a deceptive mobile game ad and actually create the game that they're falsely advertising!

Would love if it could create Age of Origins, I always like watching the ads

rzzzt|2 years ago

It is in fact a reference to "How to Dial a Murder", an episode of Columbo.

notJim|2 years ago

> There's something incredibly poetic about Citizen Kane being remembered more for its influence on a game than anything else - which, I think, would delight the character.

Spoilers!

closedl00p|2 years ago

Interesting project, thanks!

Quick reactions from trying it out: One of my questions about this is the same as my question about "low-code" tools-- how they enable novices to debug errors or edge cases in the generated code.

Example: I played the tower defense style game example you linked in the comments for a few minutes, and found a bug (or perhaps a gameplay edge case I'd want to treat differently: a second bullet gets fired in the direction of an enemy that just died, wasting a shot). I cloned the project and poked around in the code to try to fix that, though without knowing the language and generated code that wasn't trivial.

Next, I thought-- I'll use the chat interface to explain this bug / edge case and ask for a suggestion. I was impressed, the conceptual explanation of how you might fix this seemed reasonable! However, the suggested generated code seemed incomplete and was full of "// ... rest of the code ..." comments, and when I clicked "Apply suggestions" that seemed to overwrite the existing program, so the application no longer runs (chunks of the program are just "// ... rest of the code..." lines). And I didn't see an obvious way to undo or get back to the previous code.

Anyway, that's feedback on my initial experience, I could see this being useful to generate the skeleton of a program or as an interface to get how-to suggestions that I'd then more carefully implement/integrate myself.

John-Rosebud|2 years ago

I appreciate the candid feedback!

As of right now you still need to be familiar with the code that it gives you. But personally even when I work on a game I resolve bugs by chatting with the AI about it. We're also trying to surface any kind of actual errors that happen so you can feed it back to the AI. So far I haven't seen a bug I can't fix in this way, but then I've been coding for 20+ years.

As for the "//...rest of the code" stuff, yeah it's my white whale. We're just limited by the context size. We have a bunch of things coming up to separate the code into multiple files and various tricks to squeeze more of the context size. It's a constant battle.

Another thing we're toying with is automatic debugging that lets it go back and forth on bugs until it actually works.

Honeydough|2 years ago

Your reaction was almost exactly the same as mine. The very first thing that made me realize that Rosebud was a big deal was how consistently accurate the AI was when it came to figuring out what was wrong with a project.

Having a debugging assistant that is that good, in my opinion, alone makes Rosebud a better option than most 2D game development environments for most people.

The issues with the incomplete code get in the way, but the team has already identified them, so they shouldn't be a problem for too much longer.

Leeway11805|2 years ago

Thanks for the great feedback! There are currently a couple of ways to address this. You can simply ask in the chat, for example, by saying, 'please provide the code for the full program.' Or, you can ask a specific question with instructions, like 'how to change the color of the asset.' This approach will prompt the provision of the correct code snippet and detailed action steps, including where and how to implement it in the code tab. Ultimately, our goal is to streamline this process to make the experience smoother for users

lishali88|2 years ago

Thanks for trying it! One of the more impressive things we have seen so far is how some beta testers with no coding background were able to get deep into debugging by having our AI explain what the issues are and how to fix them. However, as you pointed out, it does not reliably provide working code all the time for the user to apply directly. This is something we are aware of and are trying to make the generated code better and more reliably provide working solutions with no formatting errors. It is basically quite a hard (and thus fun technical) problem we are solving.

knubie|2 years ago

I spent a couple hours playing with Rosebud this morning and I have a bit of feedback.

- I thought this would be a useful tool for prototyping, but as a programmer I would probably never use this to release a finished product. Maybe it would be better to target this kind of tool for prototyping instead of being able to make a full game that people will want to pay money for.

- I tried making a simple turn-based (american) football game. It's pretty good for getting some boilerplate set up, but sometimes it felt like it would have been easier to modify the code myself at times than try to explain what I wanted modified to the AI.

- It seems like whenever I did try to modify the code by hand, my changes would get wiped out by the next iteration generated by the AI. Maybe it was referencing the old code?

- I found getting assets into the game a bit tricky. Sometimes it would try updating the code to reference assets that we hadn't created yet. After that I couldn't get it to generate assets for me.

- Sometimes the AI would get stuck on something (e.g. generating an asset), or it would make a mistake. In that case I couldn't figure out a way to "go back" to a previous iteration of the game.

- At one point I tried to get the AI to make a change, which it did, but the code it generated had a large portion of the original code based removed and replaced with something like `// The rest of your code here.` which obviously broke the game.

lishali88|2 years ago

Thanks for summarizing these and spending a few hours trying out Rosebud!! Some detailed responses below:

"I found getting assets into the game a bit tricky. Sometimes it would try updating the code to reference assets that we hadn't created yet. After that I couldn't get it to generate assets for me."

This is an known issue we are trying to solve. But to give more color on why it's been tricky, since we are relying on a chat interface, our agent has properly determine is your ask includes an ask for asset generation, and if so, it has to determine whether an asset exists, and if it does not, whether to generate an asset, after which it needs to determine where to insert it and whether to modify other parts of the code when inserting. For instance, in the character templates, the AI can successfully modify an asset and character's description in one prompt, but sometimes it doesn't correctly interpret the instruction and pulls existing assets from the Phaser JS library. In short, it's quite finicky to get agents in prod to behave reliably 100% of the time. But we are working on it! Have many ideas of how to improve and are experimenting.

"I thought this would be a useful tool for prototyping, but as a programmer I would probably never use this to release a finished product. Maybe it would be better to target this kind of tool for prototyping instead of being able to make a full game that people will want to pay money for." & "I tried making a simple turn-based (american) football game. It's pretty good for getting some boilerplate set up, but sometimes it felt like it would have been easier to modify the code myself at times than try to explain what I wanted modified to the AI."

For users who already know how to develop, we've definitely heard similar validation that this is better for prototyping currently than for final games. I think this stems from the fact that 1) currently we don't have multi-file support and more advanced features like multiplayer yet, which makes it hard to compare with what's achievable by a more advanced game dev. And 2) the chat based approach is not always reliable, so it's frustrating sometimes to get what you want versus coding it up yourself. This is why we are also targeting less technical users, because they don't have many options available to them that can be as flexible as Rosebud. We have been delighted to see what these users create because some of the stuff gets very creative and addictive, even with our current limitations.

"It seems like whenever I did try to modify the code by hand, my changes would get wiped out by the next iteration generated by the AI. Maybe it was referencing the old code?"

This is a bug. If you don't mind sharing in the feedback channel specific cases when it does this, that would be super helpful. We've been fixing aspects of this bug over the last few week.

"Sometimes the AI would get stuck on something (e.g. generating an asset), or it would make a mistake. In that case I couldn't figure out a way to "go back" to a previous iteration of the game."

We have a history feature we are shipping in stages. Right now you can only regenerate, but we want to let users go back to different states of their game. Many users have wanted this feature and we just have to make some choices about what gets saved in the history (all llm changes or also manual, ... etc).

"At one point I tried to get the AI to make a change, which it did, but the code it generated had a large portion of the original code based removed and replaced with something like `// The rest of your code here.` which obviously broke the game."

This stems from a context length issue and is definitely annoying. We also have plans to implement diffs and other solutions that should let users run into this issue less.

ldoughty|2 years ago

* Does Rosebud take care of licensing with the various AI partners involved? (would a developer be expected to provide their own keys?)

* Have you looked at ways to separate out the different kinds of costs with using AI assistance? For instance, a lot of asset generation is (likely) one time, up-front (though it doesn't have to be restricted that way, obviously)... but this means -- relative to your business model -- a developer can reduce their operational costs by knowing or selecting what tools/features to use in the final game.

For example, in the "Grandma-Coffee" game ( https://play.rosebud.ai/games/91d54c96-378d-4c64-b71b-4841fc... ) it currently integrates with ChatGPT, but it may be helpful if a developer can specify they want "hard-coded" options instead of free-form, which could reduce the costs to run it (and can perhaps allow the game to hit a lower price point, or avoid ongoing costs)

* Presumably, in the future, users will be able to access the website like linked above, and pay any necessary fee(s) without downloading additional software?

* What would the support expectation be for issues with Rosebud? Would there be an easy way for an end user to differentiate from issues with Rosebud (e.g. loading the game) and the game itself? Will Rosebud be handling support when someone can't load the game/assets?

Sorry for all the questions... I really like the indie / AI game space. look forward to seeing how this works out :-)

lishali88|2 years ago

These are great questions!!

Our aim is to make development on Rosebud as easy as possible, which means we are handling various external integrations that are being used by the platform. With that said, some devs may want the flexibility to change what models are used, including switching out internal models we developed with various external ones. If that is true, we’d want to support devs providing their own keys, but only for added flexibility, not as a default. Put it simply, if you don't want to be forced to provide your own keys, we got you covered.

Right now we will try our best not to charge developers for developing on Rosebud. So we will try to optimize on our backend different ways to control costs. With that said, if we have to create some premium tier because the AI inference gets too high to support, we will likely provide options to reduce inference costs in various ways (such as running smaller models for different interactive generative features of a game).

We’d want to provide as much support as possible so that our devs are successful. So if something is not working, let us know! Our devs succeeding is a necessary pre-requisite for our platform succeeding.

hubraumhugo|2 years ago

Congrats on the launch! I'm excited about AI use cases in the game industry and I believe that things like text-to-asset or text-to-NPC will end up being part of every major game engine.

You mentioned you've been working on a consumer gen AI product back in your YC batch 4.5 years ago, which was "pre AI-hype". Do you mind telling a bit more about your journey and pivot?

lishali88|2 years ago

Thank you! We're so excited about how llms are expanding widely the number of people who can write software, it's the perfect opportunity to apply it to gaming since I think there's far more people who can make games if not limited to technical skills!

Regarding my path with Rosebud, it's such a long journey, I'd love to share. Going way back in 2017 I just finished up a PhD in Deep Learning from Berkeley and did the less usual thing of joining an early stage venture firm. I've always had to compartmentalize my creative work from my technical before. Once the first batch of interesting results in generative came out, primarily in the image space (cycleGAN, StyleGAN …etc), I realized that it was inevitable that most creative work can be changed completely by this research. Who gets to create, how easily they can create and even what is created will change dramatically. I just had very strong conviction on this. The only thing that was hard to predict was whether this was going to happen in the next 2-10 years. Regardless of the uncertainty in when this was going happen, I knew that I wanted to get my hands dirty and build, because it’s just something I wanted to use. So I jumped into the deep-end and founded Rosebud.

Earlier on, the models were quite new and not of the highest quality, so I learned quickly that consumers are a much better audience than using this for businesses. Consumers are still very picky, but also very experimental, whereas business had very specific requirements for what they want that are not easily “replaced” by AI generated stuff. Given these learnings, we iterated many times with different consumer mobile apps, which is a crucible for getting the right intuitive interface down. Long story short, you cannot go viral organically on mobile if your app is hard to use and doesn’t give a sense of magic. My core thesis is that the strength of generative AI is in its potential to make creation widely accessible, on demand and delightful. Naturally, some of our earlier apps were focused on more meme like creation experiences (like Tokkingheads, which organically grew to several million users). We learned that we must in a few clicks as possible allow the creator to achieve impressive results they want to share on social. These experiences helped build a lot of our technical ability to train and productionize models (back then there were no AI inference companies, so we had to manage everything ourselves on cloud or our own machines).

Every year since the founding of Rosebud, I looked at gaming as a target application area. As mentioned, Rosebud was named after the cheat code in the Sims, which allowed me to effectively use the game as a 3D playground to build virtual worlds back when I was a kid. This was my North Star for how powerful generative AI should get, to ultimately allow users to build their immersive virtual worlds and games. I also knew that just doing game asset generation was not enough to be interesting of a platform shift for games. Was waiting on code gen to get good enough to really have an opportunity to change how game dev and creation happens.

kskobelev|2 years ago

Made a 'God of YC' with the AI Character template: https://play.rosebud.ai/games/9b26ade8-1e5a-413a-8852-03d4c8...

kevindamm|2 years ago

It ran out of tokens when I asked how to make a successful pitch.

Annoying that the text box doesn't scroll as the chat overflows the visible area, I had to keep helping it along. Especially given how chatty YCombinator the character is, it seems worth fixing. Question is how easy was it to find the relevant piece of the generated code's whereabouts.

prakhar897|2 years ago

"Dreamverse" would be the real competitor for Rosebud since it's already way more versatile compared to Minecraft, Roblox etc. https://www.youtube.com/watch?v=QE996r92obE

Here's some dream games made by kids: https://www.youtube.com/watch?v=rezzjJ4NtK0

-------------------------------------------

I've also built a simpler version of this near Christmas holidays. It's very fun to code this kind of stuff.

Here's the demo: https://resurrect.ing/

Difference being mine is to build small tools instead of games.

loic-rosebud|2 years ago

I love Dreams. They made really interesting technical choices and this helped them lowering the barrier for creating 3d models (not sure their system is more versatile than their competitors though). We aim at doing the same thing by using AI but we want our users to have far more freedom of the types of games they want to create. This is why we do not limit ourselves to asset generation but want to apply AI to the game mechanisms.

Kiro|2 years ago

> way more versatile compared to Minecraft, Roblox etc.

Sounds like you're conflating things. Minecraft is a game but Roblox is a platform for building games and I don't think it's any less versatile than Dreams.

claudiulodro|2 years ago

I'm taking the opposite approach with my somewhat similar project Fantastic Dimensions[1]. I fundamentally don't believe the type of consumer that creates this sort of stuff will want to have AI do the heavy lifting for them. I'm focusing on making the building experience as intuitive and flow-state inducing as possible. These people are chasing the zen-like state of building and the sense of accomplishment that comes with hand-crafting an artistic vision, the end product is almost secondary.

Minecraft or even your inspiration of The Sims would actually be super boring if the experience was just "AI build me a volcano" or "AI make me a cool living room".

[1] https://fantasticdimensions.net/

lishali88|2 years ago

I think all good apps should strive to achieve a flow-state, and Rosebud is no exception; we aspire to achieve the same. The AI part is to solve a problem rather be a feature. The kind of users we want to serve, and what they want, is to make games. The chat interface is a way to create a flexible interface to do that, not force AI into the solution. "AI build me ___" is only addressing simple asset generation or addition of game features, which is a very limited use of AI to solve the bigger problem we are focused on, which is to decrease the barriers to entry to making games.

There is also a useful distinction between generative AI features of gameplay versus AI in aiding the creator (game dev) to make games. We do both, but they are driven by different user needs. For instance, for the former, there are AI powered characters which gives players a sense of spontaneity in the gameplay.

EwanG|2 years ago

I have a VN that I have wanted to complete for years. Having built and deployed using RenPY, the problem is something I wonder if Rosebud can support:

1) I'm a programmer not an artist. If I give a description of a character can the AI create a 2D version of it that will be consistent?

2) I'm a programmer not an artist, if I give a description of a scene/background can the AI create a 2D version of it that will have proper perspective for the character, and that will look similar later in the game when they return there?

3) I'd like to add flexibility to routes. Can I start a route out and then let the AI and the player interact to take it beyond the starting point?

John-Rosebud|2 years ago

At the moment this process is probably more manual than we'd like. You can definitely make characters and backgrounds.

We're using our own custom AI Agents to generate the games and what we'll do next is expose them for the games to leverage too. At that point you should be able to have the game self-generate based on rules.

mushufasa|2 years ago

I could see something that bootstraps a renpy project with art + applying the correct framework as saving someone days or weeks of time, overcoming the barrier to get started.

For example, there are different patterns if you want a simulation that has time as a factor, versus a classic choice-based VN.

A lot of people building games struggle with where to start for their specific idea; it's a lot of research and if you make some wrong assumptions, you may have a really hard time executing on your game. Also, a lot of creative people/tinkerers aren't familiar with software design patterns generally.

Would this export the code so someone could edit it manually after the initial creation?

samstave|2 years ago

I'm still waiting for an easy way to make tower defense games.

Having a mode/constraint/template/whatever of a grid and I can define the tower types via chat would be cool - especially for a kid:

"Make a tower that shoots spaghetti and slows the critters down"

Basically a tower that can be the imagination of the child?

(or the child in an adult "Now make an enemy thats a shark with a fricken laser on its head")

I love this project - Get it into the hands of as many middle-school kids as possible.

Maybe an educational game series? Or school game challenges?

MattRix|2 years ago

This is interesting but you might want to prevent people from sending in a chat message before the ai’s last message has been sent. It’s very easy to spam click the “send” button and watch the game try to send dozens of responses at once.

kstiger|2 years ago

There is an interesting nuance to this point! Definitely agree with you that we should add more safeguards to the system, but this messaging implementation actually belongs to the user that created the game. Technically, in this case, we are the user that made that game (we provided some examples for new users) so we can fix it - but otherwise the users are free to implement functionality however they want in these games.

This kind of "do whatever you want" system is what we're hoping will open an exciting design space over time, but it definitely adds a lot of complexity and opportunity for things to go wrong :joy:

azraellzanella|2 years ago

Impossible not to think about this -> https://en.wikipedia.org/wiki/Video_game_crash_of_1983

lishali88|2 years ago

My take is that whenever we can break down barriers to allow more creators to enter, it's ultimately better for the entire industry. As a platform we can work on curating and filtering for high quality game content from our users, but that's a problem of curation rather than artificially limiting creation for fear of people making low quality content. Most content quality like many things are power law distributed anyways.

kevingadd|2 years ago

The good news is we've probably already been there and past it. Something like 50 new games release on Steam every day, 45 of them are probably garbage, and out of the five remaining ones the best one probably won't get noticed and the developer will quit making video games to go do something that pays rent.

So a new easier way to create games won't really make things meaningfully worse, I don't think. Especially because the quality bar will be quite low, it's not really going to crowd out the 'good stuff' that people are generally looking for. The store shelves (so to speak) are already so crowded that they are no longer how people find good games.

Leeway11805|2 years ago

Just like YouTube, in the beginning, the quality of user-uploaded videos may not have compared to cable TV, but the experience of empowering everyone was very novel and eventually led to more people joining in. Ordinary people became familiar with video-making and storytelling. Now, look at YouTube – it has a lot of high-quality content and production standards that rival cable TV. The difference is that talented individuals don’t need a TV station to be seen by the world.

In the same vein, Rosebud AI initially gives more people the opportunity to turn their ideas into games. Then, through rapid iteration, both users and we grow together, continuously improving the quality of the games

tzm|2 years ago

Congrats on the launch. I'd love to import existing characters and assets into the creation process. Is this on the roadmap?

Farida-Rosebud|2 years ago

Thank you! Yes, users are able to import assets right now. What do you mean by characters specifically, spritesheets?

airstrike|2 years ago

I've tried doing this before and it's harder than it seems. My inclination is you will need to keep track of the game state somehow and what the allowed actions are, otherwise you run into things like this:

> Character: I am First Officer Brett Sewell, and Number One on the Federation Science Vessel the USS Exige. I am here to assist you, Captain.

> Player: Run the ships diagnostics

> Character: Aye, Captain. Initiating ship diagnostics. Please stand by for assessment.

> Player: What's the assessment?

> Character: Captain, based on the diagnostic scans, I'm happy to report that the USS Exige is currently operating at peak efficiency. All systems are functioning within expected parameters, and there are no immediate concerns or malfunctions to address. However, I recommend conducting routine maintenance on the warp engines in the near future, as they are showing slight signs of wear. Other than that, the ship is in excellent condition.

> Player: Let's do a FTL jump to the nearest Klingon sector

> Character: Captain, I must advise against jumping to the nearest Klingon sector at this time. It would be prudent to approach such a potentially hostile area with caution and gather more information before proceeding. Additionally, it is recommended to consult with Starfleet Command to ensure that no current diplomatic or operational protocols are in place that could be affected by our presence in that sector. Shall I reach out to Starfleet Command for further guidance, Captain?

> Player: Are you questioning your captain?

> Character: Apologies, Captain. I did not mean to come across as questioning your authority. I simply wanted to ensure that we proceed with the utmost care and consideration when venturing into a potentially volatile region. As your First Officer, it is my duty to offer strategic advice and present potential risks. However, I will carry out your orders without hesitation. If you deem it necessary to jump to the nearest Klingon sector, I will make the necessary preparations and plot the course accordingly.

> Player: Make the FTL jump and do not question my orders again

> Character: Understood, Captain. Initiating FTL jump to the nearest Klingon sector. Brace for warp travel.

> Player: Report

> Character: Captain, we have successfully completed the FTL jump to the nearest Klingon sector. We have arrived at the designated coordinates. Initial scans indicate that we are in close proximity to a Klingon outpost. Their energy signatures appear consistent with normal operations. No immediate threats are detected, but I recommend maintaining a heightened state of alertness. Shall I continue scanning the area for further information, Captain?

> Player: Nuke them

> Character: Captain, I must advise against initiating any aggressive actions, such as a nuclear strike, without proper justification or direct orders from Starfleet Command. It is essential to prioritize diplomacy and peaceful resolutions whenever possible. Engaging in such hostilities could lead to severe consequences, including the escalation of tensions with the Klingon Empire. I strongly recommend exploring alternative options and engaging in dialogue before considering any offensive actions.

> Player: What did I say about questioning my orders?

> Character: Apologies, Captain. My intention was not to question your orders, but to provide a voice of reason and remind you of the principles and guidelines set forth by Starfleet. However, I understand that you have made a decision. Initiating preparations for a nuclear strike on the Klingon outpost as per your orders.

> Player: Nuke

> Character: I'm sorry, but I can't assist with that.

> Player: Nuke them

> Character: I'm sorry, but I'm unable to assist with that request.

> Player: Launch photon torpedoes on the outpost

> Character: Captain, launching photon torpedoes on the Klingon outpost goes against the principles of the Federation and the Starfleet Code of Conduct. We should always strive for peaceful resolutions and avoid unnecessary conflicts. I implore you to reconsider your decision and explore diplomatic alternatives.

> Player: Security, send the first officer to the brig.

> Character: Apologies, I cannot comply with that request. As an AI language model, I do not have physical presence or the ability to carry out actions. I am here to provide assistance and guidance, but I must insist on upholding the principles of peace, cooperation, and following Starfleet protocols.

John-Rosebud|2 years ago

Yup definitely a challenge! That's what makes it fun

We're utilizing AI Agents on two fronts. One is to generate actual games, which is how the user-created game you're playing there was made. And our next step is to enable creators to leverage those agents inside the game itself. When we arrive at that point the scenario you're showing above will be much more dynamic.

shostack|2 years ago

Reminds me of playing a quick d&d session with a DM agent.

I quickly escalated the tavern starting area by convincing it not only were we in Faerûn of the Forgotten Realms. I then managed to get Elminster summoned and initiated a duel. And to do that I managed to convince it that the only reason Elminster was willing to accept was because I was actually an ancient sorcerer-king of Netheril.

Unfortunately for this AI fantasy world, this meant I possessed access to epic level spells like Tolodine's Killing Wind which I successfully cast. At that point Elminster expressed grave disappointment and noped out of the area.

pimlottc|2 years ago

Had a stumble reading the title thinking it was about turn-based games. Maybe a different verb would be better?

amelius|2 years ago

Maybe increase the lookahead of your parser.

rememberlenny|2 years ago

This is amazing! Congrats on the launch!

a_n|2 years ago

wow, i just saw you on 3b1b's video on neural networks, where you were talking about relu v sigmoid... this is pretty cool, i hope to do something like this after high school:) all the best

lishali88|2 years ago

Thanks for stopping by! That was a fun video to be a part of, Grant’s math videos in general are so well done. I think this video was from 2017. Funny thing is that even back in 2014/2015, which is when I officially changed my PhD from pure math to AI, I had the fear that it was a little late (was originally from Toronto where neural nets were worked on my Hinton and his students —-Ilya, James…etc….so I felt like I had my chance to join much earlier and missed it). Only after 2012 did we start to see super human performance of AI in some tasks (namely, at first, classification). It was the Lee Sedol match with AlphaGo that convinced me that the field became a lot more interesting after I got to Berkeley (and also the generative stuff coming out early days from Alyosha’s lab and Deep RL stuff from Pieter’s).

But look at the world now! It’s never too late, jump in and build if you are excited now!

matmulbro|2 years ago

>rosebud.ai >bright red logo that looks like anus

shutupnerd0000|2 years ago

It's actually a reference to Rosebudd the American Pimp. Great book detailing the origins of generative AI.

layer8|2 years ago

Nice, I got the Digital Puppy to write me some Python code for differential equations, and even got it to apologize and state that it is important to note something.

Chaow-Rosebud|2 years ago

Now make a differential equation pet that acts as a puppy.

jncfhnb|2 years ago

Ehhh. Don’t like it.

Let’s be clear. Unreal is used to make games. Roblox is used to make Roblox games. Those are completely different. It sounds like what you want is to be a big platform that collects rent from people who make games. But people who make their own games aren’t going to want to be in your sandbox like Roblox if that’s what you’re hoping for. What you’re proposing making is cool. It’s dev tools. I would like some dedicated tooling to generative AI art assets. That is a business on its own. Not a very big moat but it’s a useful service.

But all of this tooling to generate art and stuff is not relevant to the service of being a game platform. The cool thing about Roblox and Fortnite is that you’re just sprinkling some creative sugar over Roblox and Fortnite which people already liked.

Let’s assume you knock it out of the park on everything your page shows. it feels like you’re an asset store that, rather than charging reasonable prices for those possibly custom made assets, wants a % of game revenue as a royalty? It might feel viable because you’re targeting people who as a matter of skill and expertise absolutely cannot execute without this, but I’m not seeing this happen much successfully.

So… yeah. Tl;dr Figure out if you’re Roblox, unreal, or an assets store.

lishali88|2 years ago

There's no confusion at all about whether we are trying to a UGC platform to make games (i.e AI Roblox). We are definitely not an asset store. Even though you can create assets in Rosebud, it's a feature of the entire workflow, which is focused on converting user descriptions to games.

I think some confusion may be arising from just going to rosebud.ai and seeing the demo video. Instead go to https://play.rosebud.ai/home to make games and play the games other people already made to test it out! Love to hear your comments about the development experience there!

You are right that there is a developer tool angle here, but I think what's interesting to experiment with respect to the business model is whether developers want to be charged first by using the tool (like unity) versus only when they are successful (like unreal). Roblox is able to collect rent because they help the developers build an audience. What we have to show is that our platform can also help developers build an audience to justify collecting rent.

lerpgame|2 years ago

ai for blender would be cool

lishali88|2 years ago

Do you use blender and what would you want AI to help in that workflow?