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So you’re arguing that audio is a subset of code. 

That's not what I wrote. No, audio is not code. Audio instructions can be seen as code and they basically are. The difference is this concept: the map is not the territory. If I give you music notes to play, did I give you music, or did I give you notes...

A level can be encoded as a set of instructions, but that’s not what a level is.

So. What is a level? Because it sure ain't "plain" data as you seem to claim.

If it’s on a computer file, you cannot access the data at all without interpreting it. You can’t even download it.

What the. What? You make no sense at all here. 

Interpreting is not displaying it to a user or downloading. Interpreting is a synonym for executing code that is human readable. Usually seen in scripting languages. But a video game does just the same. It interprets your "plain data" as a puzzle level. Which makes that data anything but plain.

If the least X-like out all of possible Ys is classified as X, then logically all Ys must be classified as X. 

In hindsight I linked the wrong fallacy, but your premise is wrong. Even, if we agree for it to be on the data side of the spectrum, it is not the most un-code-like data that can be.

Maybe it helps if we consider not a puzzle level, but maybe a quest module in a game like Skyrim. Such a thing is basically a script. 

Would you accept this as "code", so we can move on? Because I am still waiting for all those common examples of gen ai usage that do not fit into the 4 categories.

Meanwhile, here my definition of "code".

Code is an abreviation for programming code or program code. Coding and programming is synonymous because of that, and the reason why a code as in password or code phrase, means something different.

A program is a set of instructions. They might loop and can get very complex, or be quite primitve. But in the end it boils down to being a set of instructions, typically executed sequentially.

A program might be: lift the needle, shift the needle to start position, drop the needle, turn the disc, loop till the needle holder reaches the end position, lift the needle, stop the disc, shift the needle to rest position.

Another program might be: turn light on. wait 1 second. turn light off. wait 1 second. repeat from beginning.

Yet another program would be: place a block at position A, place a hole at position B, place player at position C, place walls at positions D-Z, wait for player input.

If you put parts of the program into variables and can load those variables at runtime, the line between program and data blurs. If and where you put an arbitrary line between data and code is just that. Arbitrary. There is no fundamental difference between data made to be used with certain code and that very code.

So what about general data? Like images, sounds, or plain text? Are those code, because, well, a jpg is made to be used with a jpg viewer? Depends on circumstances, like intent, prior conceptions and agreed meaning of words, context and perspective.

From the perspective of a subroutine that activates pixels, whatever it is fed, is a series of instructions, which pixels to activate. From our perspective it is just plain data intended to be displayed. This gets a lot more blurry if you consider vector graphics that are hard coded into program code and not loaded as a svg file. Is the instruction to draw a circle code or data? What if I write that instruction into a plain text file? What if I call a drawing function inside the code? This was just to show that there is no clear division and not questions that need an answer.

The color green is code

It is, if you are driving a car ;-)

So. What is a level? Because it sure ain’t “plain” data as you seem to claim.

It’s an idea. Two implementation of Sokoban can have the same level despite not sharing and code or any data.

What the. What? You make no sense at all here.

Interpreting is not displaying it to a user or downloading. Interpreting is a synonym for executing code that is human readable. Usually seen in scripting languages. But a video game does just the same. It interprets your “plain data” as a puzzle level. Which makes that data anything but plain.

Wait, you mean “interpreting” in the “interpreted (computer) language” sense, and not in any more general layperson sense? Really?

A unicode text file is a series of intructions that tell you which character to render where on the screen. A potentially fairly complicated set of instructions, when you consider RTL languages, combining characters, context-dependent character form, and so on.

The Sokoban level I posted uses a very, very primitive subset of that language. Every character in the example represents exactly that character on the screen. The game runs in text mode, so the characters are stored directly in video memory. There is no data representation of the game state beyond what’s in video memory.

Maybe it helps if we consider not a puzzle level, but maybe a quest module in a game like Skyrim. Such a thing is basically a script.

I consider the actual scripting part of a Skyrim quest module to be code. Not the images. Not the text. Not the sound. And especially not map or the stats of the enemies or the general idea of the quest, although all of these things can be encoded in the script.

When someone says that they used assistance for coding I assume that they mean that they came with the game design and used assistance for turning it into code. When someone uses assistance for the game design or any of its subsets (level design, puzzle design, world design, narrative design, whatever) but writes the code themselves, I don’t expect them to say that they used assistance for coding. I do expect them to say that they used AI assistance in general.

Here is an interesting thought experiment for you. Imagine an animated movie where the director is an AI. The artists are all human, so the graphics are not AI-assisted. The script is written by a human, so the text is not AI-assisted. The sounds are all produced by humans, no AI there.

The humans don’t even need to be aware of the AI director, if that awareness taints their work in your opinion. The AI director can come along later and cut the movie together from previously created assets. The AI director makes the ultimate decision about what goes where, but creates nothing.

So, how would you handle AI disclosure for the movie? The AI director does all of the things that you ascribe to “code” in a game, but there is literally no code in a movie. Unless you count the codec used to encode the movie as a computer file.

I thought about considering "ideas" to be a separate category. But I decided against this notion, because we do not even credit humans for ideas most of the time. You usually cannot protect an idea. The implementation of an idea is covered by copyright. But not the idea itself. Some big companies try to invoke patents there. And if your "idea" involves certain implementations you might touch on trademark laws. But anyone can implement a block pushing game and how levels look will overlap.

To elaborate, yes, ideas, story, game rules and other things would be a separate category that is currently not asked in the ai disclosure. But the dislosure question is quite specific about content. The idea of content is not the content itself. You cannot buy an idea asset in the store.

If you were to have an idea and implement it with ai tools, you would have to tag the appropriate implementation methods.

But if you were to ask for an idea and would implement it by hand, you would not have to tag this. You could ask an AI to create a reference image of how a pose looks, and then hand draw your original character in that pose.

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Why I would allocate a game level under code, is because a level is the variable states for the code. It is made to be interpreted by that code. In a computer science way interpreted. Where you read an X or a O, the code will read a wall or a hole. And it will treat those as a wall or hole, no matter if you hold it in memory as a character in ascii. It is not merely displayed, it is symbols that literally codify the level. There is a pun here somewhere about literal outsourcing ;-) 

Even if you consider it to be of the idea category, the implementation of that level is still code.

 I do expect them to say that they used AI assistance in general.

You cannot do that with the Itch's questionaire if used as the thing tells you to use it. And most importantly, players cannot filter for this with the filters provided.

--

An interesting question. I shall counter with something similar I wrote a while ago.

There is a bucket full of machine made bricks. The kid toy kind. A kid builds a playhouse with those toy bricks. Is the house human made or machine made ;-)

To answer your question and solve the apparant paradox. It depends on the context and what you are asking specficially.

For one thing, AI have no agency. Your AI director does not exist. There needs to be a human operator telling the AI to do this and you can default to that operator as the director of the work.

For Itch specifically, the question is about content. It is literally about assets plus code. The meta content of how those assets are ordered or why you chose specific assets, is not asked. But if you fused them together with an ai (the cutting), that would be code.

If there were a thing like ai disclosure for movies, there would be all sorts of positions where ai could do things and thus be disclosed in credits. That would be director, editor, cinematography and such things in your example.

For the playhouse, the house would be human made. The assets that make up the house would be machine made. But no one credits the parents for encouraging the child to build a house and explaining how a house looks and that it will fall apart if you do not have walls to hold the roof.

There is a bucket full of machine made bricks. The kid toy kind. A kid builds a playhouse with those toy bricks. Is the house human made or machine made ;-)

That’s structurally no different than a game made with AI graphics assets. Machine-made doesn’t have the same stigma as AI-made and the kid isn’t trying to sell copies of the house while competing with fully hand-made houses, so nobody is going to call the kid out on it. Using machine-made parts is OK. Heck, I use a compiler (a machine) to compile my own code all the time!

When I download real world elevation data, it is just that. Data. When I then include it in a game, it is still just data. Even if this data makes up my entire level design. The choice to use that data is design. The code that turns the elevation data into a polygon mesh that can be displayed and interacted with is code. But the data itself is just data. And that is still true if I used AI-generated elevation data instead of real world elevation data.

And my Sokoban level is the same “kind of thing” as elevation data. If you only look at the walls, it literally is elevation data: high where the walls are, low where they aren’t.

Maps are data. When they are made as images to display, they are graphics data. When they are made of tiles and spawn points, they are non-graphics data. (And when they consist of height data, they can be either graphics data or non-graphics data, depending on how the data is used. Normal maps, created from height maps and used purely for display, are graphics.) My simple Sokoban level aside, they are made in specialized map editors, not text editors. They are not Turing complete. They do not contain more than the simplest “logic”. They are not made by programmers, but by level designers.

Even if you want to call them code, because that’s the hill you chose to die on, nobody else will do the same. They’re the kind of things that beginner developers create in so-called no-code game engines because they are too intimidated to learn an actual programming language.

(If you want to say that no-code game engines are an oxymoron, I say that it depends on how limited the game engine in question is. Visual scripting is still scripting and therefore coding. But map editing is not.)

And another thing: just because something is encoded in code, doesn’t mean that thing is code. Example script:

  npc.speak("Thank you for helping out.  Here's your reward.");
  npc.give_player_gold(10);

Taken as a whole, it’s definitely code. But the thing between the quotes, that’s text. Putting it in the script is a task for a programmer, but actually writing it? That’s the writer’s job. And the number 10 is just a number, i.e. data. Even if it is embedded in a script. And while a number by itself may not be copyrightable, a database consisting of labeled numbers certainly can. It’s just a matter of scale.

If I carefully design a reward schedule for quests in my game, that’s copyrightable non-code work. If I ask an AI to do the same, that’s non-code AI work (but non-copyrightable because of AI). And if I include this schedule in the game, whether it is as a standalone file or a bunch of numbers scattered across dozens of scripts, I am including non-code non-graphics non-audio non-text AI content in my game.

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Machine-made doesn’t have the same stigma as AI-made and the kid isn’t trying to sell copies of the house while competing with fully hand-made houses, so nobody is going to call the kid out on it

You did an interesting thing there. Bringing in morals. This is not about morals. It's about classification. And how you identify which class an object belongs to. It sounds to me similar like a vegan demanding vegan food, but upping it by also demanding that the cook is vegan.

Morals only come into this, if a user would use any filter for moral reasons. If I use a no-ai filter to avoid sloppy ai graphics, that's not a moral decision.

Is a game ai made, because the assets are ai made? No, of course not.

Is a game human made, if the assets are human made, but the game is assembled and "directed" by ai? Depends on your definition, since ai do not have agency. The assembling the bits part for games is called coding. And even if you would consider the game to be "ai made", you would default the agency to the ai operator and thus would need to call the game human made - if you were to even have that category. Maybe in the future there will be independently acting artififical life forms that can have agency. But right now it always falls back on the ai operator.

And my Sokoban level is the same “kind of thing” as elevation data.

Not conceptually. Yeah, yeah, you can do all sorts of shenanigans by interpreting raw image data as sound or interpret topological data as a level.

But your level would not be a level in the level kind of sense. It would be visuals. Oh, you could call it a level, if your game is a walking simulator. But conceptually, your game then acts as an image viewer. That you randomly select data just transfers some things. Like your choice of the topological map, which would then do things by that very choice. Similar as to how a photographer would chose which picture to use. There is still decision and not mere displaying things.

So, why does a block pushing game not act as mere image viewer and why is the level data not just data? And what happens, if you use "other" data as the level data?

Well, mostly you would have gibberish. A defunct level. And if you manage to have a transformation of something like topological data into a syntactical valid level, your accidental level probably would not make sense or would not be solveable. And if you keep selecting topological datasets until you achieve a valid level, a large part of your level design would be the selection process.

Note how I casually mentioned the syntactical bit? A level has syntax, even if it is primitive plain symbols. And if it has no syntax, but is just data that is shown, you would not call it a level for a block pushing game, you would call it a background image. Or you would call it an area "level" of your walking simulator game.

But all this is besides the point. A level is not something you would need to have a separate category or select none, because it does not perfectly fit. If you hand code a block pushing game and only make the levels with ai, I would expect a developer to select graphics, code or text, or a combination of it. Depends on how the level was made. If an image generator was used, graphics fits. If you asked a chatbot, it's text or code or both. And that will depend on the preconceptions of that developer, how they understand the continum between data and code. And users might disagree here.

But that's tags, there will always be disagreement. I saw a game get tagged as point & click by the developer. The justification apparatnly was, because you point and click .

Is a game ai made, because the assets are ai made? No, of course not.

Are you making some sort of weird distinction between “ai made” and “ai assisted”? Because that’s quite literally what AI disclosure is about. If an AI made, or in some way contributed to, the graphics, then the graphics (and by extension the game) are AI-assisted. If an AI made, or in some way contributed to, the sounds, then the sounds (and by extension the game) are AI-assisted. If an AI made, or in some way contributed to, the text, then the text (and by extension the game) is AI-assisted. If an AI made, or in some way contributed to, any other asset, then that asset (and by extension the game) is AI-assisted. And distinct from that, if the AI made, or contributed to, any code in the game, then the code (and by extension the game) is AI-assisted.

And in the end it’s all “assisted”. A human told the AI to make the game. Even if the entire game was made by an AI from a prompt as generic as “make a game”, the prompt still contributes. No prompt, no game. Even if the AI is programmed to not need a prompt, there’s still the programmer.

Or are you going for some sort of distinction between third-party “assets” and first-party “non-asset graphics/sound/text”? I cannot interpret your statement, because every interpretation I can come up with is absurd. But that has been the pattern of this thread for a long time, so perhaps one of the absurd interpretations is the correct one.

But your level would not be a level in the level kind of sense. It would be visuals.

It’s being used in an outdoor RTS game with a real-world setting. There are impassable mountains, hills that offer the advantage of high ground, river crossings and narrow mountain passes to defend. It’s a playable level, not just something to look at. The unit placement is not part of that level. Initial bases are randomly placed at the start of the game; everything else is up to the players to build.

Or, another example: the player cannot see any of the level. There are no visuals whatsoever, just audio and force feedback. The game is an educational game about the challenges blind people face navigating the world. You can call the game a walking simulator if you like, but you cannot call the level (or any other part of the game) graphics.

quite literally what AI disclosure is about. If an AI made, or in some way contributed to, the graphics

No. AI disclosure is about tagging, specifically tagging the assets in a game if they are the output of a gen ai system. Which would include parts of an asset and does not exclude hand edited things. A hand drawn picture where you add an item in the background with photoshop ai filler would also qualify.

And what is literally asked is this:

Please disclose if this project contains content produced by generative AI tools such as LLMs, ChatGPT, Midjourney, Stable Diffusion, etc., even if you hand-edited it.

What kind of AI generated content is used?

Classification of AI-Generated content is mandatory. Your classification will be used to add additional filtering tags to your project.

https://itch.io/docs/creators/quality-guidelines#ai-disclosure

We ask that you accurately tag your project if it contains materials produced by generative AI by utilizing the AI Disclosure section on your project’s edit page.

And no, in some way contributed is not the same as produced by. If that is your premise, your premise is wrong.

Also, please do not read any meaning into "ai assisted". That term has no separate meaning in the tagging system. If Itch wants it to have a seperate meaning, they need to clarify it to developers in the ai disclosure, and more importantly, make it clear to players what it means. I voiced concerns about the "assisted" phraising somehwere above. What it actually is, it's the mapping to the virtual tag  https://itch.io/games/tag-ai-generated . And the tag is given, if you answered yes in the disclosure question and the disclosure question continues to tell you that it is mandatory to check the classifications.

So it only means that your game would contain one or more of graphics, sounds, text/dialogue or code, that is the output of those generative ai systems. Nothing more, nothing less. What it does not mean is: in some way contribued, influenced, inspired or other things that could be considered causal or adjacent.

As an analogy, children are produced by parents. If you were matchmaker of those people, you contributed to the parenthood. But you would not be credited on the birth certificate of the children.

It’s a playable level, not just something to look at.

Did you geneate that level with a visual generative ai system, then tag the game as having ai graphics. Did you generate the description of the level in a text generator, than tag text or code or both.

Did you generate the audio description of the audio level with ai, then tag ai sounds. Did you generate the description of that level with text ai but made the sounds some other way, you might get away with not tagging sound, but you still have something to generate the sounds on the fly. So you will have text or code.

Haptics is an interesting bit, but I would default it to code or text. If we one day have those actual virtual reality things were you can plug in, there might be additional categories beyond graphics and sound.

If the ai gave you general guidance on how to do this audio level and explained details to you, even gave you the idea of doing it by pure sound, instead of visuals, then there is nothing to tag. The ai did contribute to the game, but did not generate any game content. 

Context matters. Perspective matters. Semantics matter. You can subjectively think about things in several ways, depending on how you chose those things. You only call it a level, because you consider it a separate entity. Other people would call the actual "level" to be the idea to fight a certain army at this time of the game under specific conditions. They might not consider the playing area as the level, but simply as the playing area.

Maybe this is a language thing. I am not English native speaker and from what I could find, neither are you. Unfortunately, the wordings Itch uses are at many places vague and ambigous. That's not specific to this ai disclosure. My favorite example is the "Select a tag" box. It fails to mention that you can write a tag in there and since you can click it as a dropdown box, that's easy to miss.

Also read here https://itch.io/post/11423405 what leafo had to say about this.

You’re going to have to use your best judgment here. If you asked ChatGPT a question about something solely to inform yourself, then it sounds like your project doesn’t contain content from generative AI. If you used ChatGPT to generate some code that you then inserted into your project, then I think it’s fair to say your project does contain content from generative AI.

You are making a distinction that does not exist, between “generated” and “contributed”. Creating art is a multi-stage process. These stages are generative in nature. If an AI does one of these stages, the result is (partially) AI-generated. That’s the meaning of “even if you hand-edited it”.

Use an AI to create the sketch, hand-edit it? AI generated. Draw the sketch yourself, have the AI turn it into a full painting? AI generated. AI created a 3D model of a brick, I used it to build a 3D house? AI generated. AI came up with the character design, I redrew it from scratch, but it’s clearly the same character, in a “if the sketch came from a human, I could be accused of plagiarizing their design” sense? Also AI generated. AI drew the background, I drew the characters? AI generated. AI drew the characters, I drew the background? The final artwork is a composite of several smaller works, and it counts as AI generated if any of these smaller works are the output of generative AI. That’s what I mean by “contributed”, not any vague “the robo taxi took me to the art supply store, therefore it contributed” sense.

Inspiration obviously does not count. The distinction is also quite clear. If the inspiration came from a human, would i need to credit them? Could they sue me? Would my work count as a derivative work? Only if I go beyond mere inspiration to outright copyright violation and/or plagiarism. Inspiration is not contribution.

You are making a distinction that does not exist, between “generated” and “contributed”.

No, you are trying to make them the same. Generated is a subset of contributed. Things that are generated are always also contributed. But not the other way round. You can contribute without generating. Equating them is a formal fallacy.

And the ai disclosure specifically asks about generated content. Not about contributions or assistance.

Inspiration is not contribution.

It is. You seem to make a distinction by agency or some other arbitrary criteria. Agency is not necessary. Relevance is. Without that specific inspiration, the work would be a different work.

So what about creating a character by ai? The characters traits, background story and so on.

The idea of the character is obviously ai generated. But does it fit the question for content produced by? If you copy things word by word, it would fit the text category. If you only use general behaviour and create your own interpretation of that character, no. But it would fit a contributed/inspired by classification.

What if you used an ai to give you a plot summary of a book. But you would write the book yourself? Is that AI content?

Interestingly enough, searching for this question tells me, that this is supposed to be "ai assisted" instead of "ai generated". And the irony is, that Itch specifically asks for "ai generated", but a year later mapped the ai-generated tag to something called ai-assisted. Much to the confusion of players and developers alike.

Assisted is much too vague to be of use as a label. And about the true intent, I can only recommend reading this thread again, especially the answers from leafo, how certain things are to be regarded. 

If you learn coding by asking ai and pester it about your coding problems, the game you create would be ai assisted. But it only contains ai code, if you actually put generated code into it. That's what I read from here https://itch.io/post/11423405

Generated is a subset of contributed.

Actually…

If I say that I contributed to an anthology, I don’t mean I was the inspiration for it or any subset of it. But I also don’t mean that some stock art I created was used by one of the works in the anthology, or even that a whole work of mine was included in the anthology without my input. I mean that I created a work and intentionally submitted it to the anthology for inclusion, and that it was accepted.

Same thing for other works. I contributed to a piece of open source software if my name is on one of the commits or an accepted pull request. I contributed to a potluck if I actually brought food. I contributed to a fund if I put my own money into the fund, not if some of the money in the fund was in my hands at some distant point in the future.

So, I agree that contributed was a poor choice of word. Not because it is too broad, but because it is far too narrow.

You seem to make a distinction by agency or some other arbitrary criteria.

Inspiration is not copyrightable. Inspiration is not controllable. And, yes, inspiration is not intentional. But most importantly, inspiration happens entirely on the side of the inspired. If I look at AI slop and say “this is crap, I can do better”, I am “inspired” by that AI slop to do better. You can say that there is a causal relationship between me seeing the slop and me making the work. You can even use the word “contribute” if you want and say that seeing the slop was a contributing factor to the fact that I am making the work. But neither the slop itself nor the AI that generated it has contributed to the work itself.

Do you see the difference between “the fact that I am making the work” and the work itself? Do you see that the word “contribute” works slightly differently when I am talking “contributing factor” than when I talk about a “contribution to a work”? Do you understand basic English?

The idea of the character is obviously ai generated. But does it fit the question for content produced by? If you copy things word by word, it would fit the text category. If you only use general behaviour and create your own interpretation of that character, no. But it would fit a contributed/inspired by classification.

Do you claim ownership of the character? Would you sue someone else for using the same character? Could you?

Big media concerns certainly treat their characters as entities worthy of legal protection independently of the works they appear in. You can write a story about a rich guy who dresses up as a bat and beats up criminals instead of using his money to address the sources of crime, but you can’t write a story about Batman. At least not if you want to sell it. There’s an important legal distinction here.

So, did you use a character generated by an AI, or did you use a bunch of general traits, generated by an AI, to create your own character? You can always claim it was the latter, and nobody would know the difference in practice. And unless you’re an AI bro who thinks that claiming that the character was AI generated makes them look cool to other AI bros, you probably should. So it’s a non-issue in practice.

If you learn coding by asking ai and pester it about your coding problems, the game you create would be ai assisted. But it only contains ai code, if you actually put generated code into it. That’s what I read from here https://itch.io/post/11423405

Yes, “assisted” isn’t the best word here, but it’s one that Itch uses, so we’re kind of stuck with it. And in the context of AI disclosure on Itch, assisted and generated mean the same thing. That’s the context I’ve been using. Words means different things in different contexts. You can make one distinction, I can make another one, and neither distinction makes a bit of a difference if Itch uses one wording to communicate with developers and another wording when communicating with players.

The “assistant” is the guy who fetches coffee for the director, but nobody is talking about robot butlers here.

One distinction one can make, however, is in which capacity the assistant is assisting and if it contributes (there’s that word again) to the work. The robot butler, and the AI search engine, are a totally different type of assistant than the assistant animator who draws the in-between frames. Itch is talking about the latter: AI assistants who actually generate work of their own that makes it into the final product instead of fetching coffee and looking up documentation.