Microsoft releases an AI-generated Quake II demo but admits 'limitations'
Microsoft demoed AI Quake II level, highlighting Copilot AI, but noted model limitations.

Microsoft has launched a technology demo that allows users to play a level of the classic video game Quake II in a browser, using the Copilot AI platform. While the demo serves to highlight the interactive capabilities of the Muse AI models, which let players interact through keyboard or controller, the company admits that it falls short of the traditional gaming experience. Key issues identified include enemies appearing fuzzy, incorrect damage and health counters, and object permanence issues where the AI forgets objects that leave the immediate view within roughly 0.9 seconds.
The creators emphasize that the objective is more educational than gaming, aiming to provide a research platform to explore AI potential in video games. However, they also suggest that some issues, like spawning enemies by looking away and back again or teleporting by looking at the sky, could add an unconventional element of fun. The level was trained using data from a Quake II level, following Microsoft’s acquisition of ZeniMax, adding to the gaming nostalgia by reanimating a classic through AI.
Austin Walker, a writer and game designer, expressed skepticism over the demo's ability to replicate the complexities of traditional game mechanics, stating that the demo fails to capture the nuanced edge cases that make a game thoroughly immersive and enjoyable. This highlights a potential misunderstanding, suggesting that while AI might offer portability for classic games across platforms, it might not recreate the distinct gameplay experiences of original versions.
Microsoft's researchers have defended the project, underscoring the experimental nature of this AI application. They describe it as 'playing the model as opposed to playing the game,' separating AI-generated simulations from actual game reality. Their blog post illustrates successes in engaging with this digital environment by simulating traditional gaming activities like jumping, shooting, and interacting with objects in the virtual field.
The initiative points to future possibilities and the growing intersection of AI technology and gaming, hinting at broader applications in preserving and evolving beloved games. While challenges remain, the venture underscores ongoing exploration in AI, seeking to balance and blend technological advancement with authentic gaming experiences.
Sources: Ars Technica, The Verge, Microsoft Blog, Polygon, TechCrunch