作者在手机浏览器内跑通三个本地模型驱动 RTS 游戏指挥,展示了端侧推理如何把 AI 原生游戏的推理成本压到零。
I have three generative AI models running inside a web browser. On my phone. Not a web page calling AI APIs.
The actual models are running on the page inside the browser.
I replaced Gemini Live in my RTS game prototype with an entirely on-device AI Commander.
One model listens to my voice. A second, fine-tuned 350M parameter model understands my orders. A third speaks back. The game's own systems handle the strategy and execution.
I can tell it to build defenses, move units, ask about the battlefield, or change my mind mid-conversation. All without a single inference request going to a server.
It works on my Mac. It works on my Pixel 11. The decisions take roughly half a second, with no measurable impact on the game's frame rate.
But here's where this gets really interesting: in a game built around generative AI, where using the AI is native to the experience, I just eliminated the cost of running that AI for every player.
Normally, the more people play, the more they interact with the AI, the more the inference costs.
Not anymore.
The models ship with the game. Every player brings their own compute. They can interact with the AI as much as they want, and the inference cost stays at zero.
No AI subscriptions. No API keys. No usage limits. No inference bill for me or the player.
And because it's all running in a browser, I can deliver that experience across desktops and phones, anywhere really that has enough compute to run the game, all without building separate native applications.
This fundamentally changes the unit economics of publishing an AI-native game. But I think the implications go a lot further than games.
What happens when generative AI stops being a service you rent, and becomes software you can simply ship?
来源:Josh English · x.com