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研一刚入学导师让我搭各种AI Agent框架,应该往什么方向努力?
自动驾驶之心· 2025-07-12 12:00
Core Viewpoint - The article discusses the current state and future directions of LLM (Large Language Model) Agents, emphasizing the need for multi-modal integration and the challenges faced in various application areas, particularly in gaming and simulation [1][14]. Group 1: Types of LLM Agents - The first type is referred to as game-theoretic or MALLM agents, primarily derived from MARL (Multi-Agent Reinforcement Learning) methods, focusing on matrix games and environments like Overcooked [2]. - The second type is game-oriented agents, which can be further divided into text-based environments and traditional games like chess and poker, highlighting the importance of understanding game mechanics [4][5]. - The third type involves embodied intelligence, particularly in robotics, which requires more substantial real-world applications rather than pure simulations [5]. Group 2: Challenges in Development - Key challenges include the creation of effective simulators, ensuring personalized and intelligent responses from models, and managing interactions among potentially millions of agents [8]. - The lack of front-end rendering in some projects is noted as a disadvantage, as compelling demos are crucial for attracting attention and investment [9]. - The article emphasizes that the most commercially viable agents are those used in customer service and retrieval-augmented generation (RAG) applications, which are currently in high demand [9]. Group 3: Specific Applications - Minecraft is highlighted as a competitive area with three main approaches: pure reinforcement learning, pure LLM, and a combination of both, with a caution against entering this saturated market without significant confidence [11][12][13]. - The article concludes that the initial opportunities in the agent field have largely been exhausted, and future endeavors must be strategically planned to leverage existing strengths and commercial support [14].
【招银研究|行业深度】传媒行业之电子游戏篇②——千亿蓝海,破壁远航:游戏出海全景洞察
招商银行研究· 2025-07-01 12:13
Development History and Market Size - The development of domestic games going overseas has gone through four key stages: pre-2012 trial in Southeast Asia with PC games; 2012-2018 explosion of SLG mobile games; post-2018 entry into a full-category era; and 2024 marked by the release of a landmark AAA title, "Black Myth: Wukong," leading a new phase of cultural export [1][6][21] - By 2024, China's self-developed games' overseas revenue reached $18.557 billion, accounting for approximately 11% of the global market share, demonstrating strong growth momentum [1][5][21] Regional Market Structure - The global market shows a "core stable volume, emerging incremental" pattern, with the US, Japan, and South Korea contributing 57.27% of revenue, but with divergent growth rates (South Korea growing rapidly, the US stagnating) [1][6] - Europe has become the "fourth pole" market with a scale of €24.5 billion, while Southeast Asia, the Middle East, and Latin America represent significant emerging incremental markets [1][6][21] Hardware Ecosystem and Cultural Preferences - The share of mobile games in China (73.13%) is significantly higher than the global average (52.25%), leading to a focus on mobile games for overseas expansion, with potential opportunities in console games in the future [2][7] - Game type preferences are heavily influenced by regional cultures: the US leads in gambling games (28.9% revenue), Europe prefers SLG (33.7%), and Japan dominates in RPGs (52% share) [2][7] Industry Chain Collaboration and Corporate Strategies - The overseas industry chain has formed a three-layer system of "R&D-localization-channels," with companies possessing full-chain capabilities adopting a "R&D-operation integration" model, retaining over 70% of revenue [3][6] - Leading companies like Tencent and NetEase diversify their product lines to mitigate risks, while others like Lilith focus on vertical tracks, with single products contributing over 80% of revenue [3][6] Business Models and Emerging Opportunities - Product positioning determines the profit model, with high-cost projects relying on direct user payments, while lighter games bind deeply with traffic platforms for ad monetization [3][6] - To break growth bottlenecks, companies need to focus on emerging markets (Southeast Asia's user base, Middle East's payment power, and Latin America's casual gaming demand) and localize deeply [3][6] Market Trends and Future Outlook - The game export process is now seen as a key pillar of digital trade globalization, with significant financial service opportunities arising from the robust demand in mature markets like the US, Japan, and South Korea, as well as emerging markets [5][6] - Future trends include the export of high-quality "flagship products," capital outflows through mergers and acquisitions, and the export of a complete soft and hardware ecosystem [5][6][27]
我们真的会有全民出海潮吗,已经走到了哪一步?
Hu Xiu· 2025-05-07 08:17
Core Viewpoint - The article discusses the significant growth of China's overseas revenue in 2024, indicating a potential wave of companies expanding internationally, contrasting with the domestic market's decline [1][4][5]. Group 1: Overseas Revenue Growth - In the first half of 2024, China's listed companies' overseas revenue surpassed 3.8 trillion, matching the total for 2018, indicating a doubling of overseas business in just six years [1]. - China's listed companies' overseas revenue grew nearly 10% in 2024, marking the first time it exceeded 10 trillion, accounting for 13.8% of total revenue [4]. - The gap between domestic and overseas revenue growth is approaching 10%, similar to the conditions preceding Japan's outflow in the 1990s [5]. Group 2: Comparison with Japan's Outflow - The article draws parallels between the current situation in China and Japan's outflow in the 1990s, noting that both countries experienced a significant shift in revenue sources before a large-scale international expansion [3][6]. - Japan's outflow was characterized by a transition from domestic revenue decline to overseas revenue growth, a pattern now observed in China [3]. Group 3: Manufacturing and Cultural Outflow - China's manufacturing sector is expected to experience a golden decade of overseas expansion from 2024 to 2034, similar to Japan's experience from 1994 to 2004 [13][14]. - The manufacturing sector's overseas investment is projected to exceed $300 billion in 2024, with automotive and equipment industries leading the charge [15]. - Cultural outflow from China is progressing faster than Japan's, with brands like Pop Mart and Miniso achieving significant overseas success [24][25]. Group 4: Opportunities for Individuals - The article highlights the potential for individuals to benefit from the ongoing outflow, particularly through localization efforts by companies, which may create new job opportunities abroad [16][18]. - The demand for high-educated talent is increasing, with 86% of overseas job postings requiring a bachelor's degree or higher [20]. Group 5: Future Outlook - The dual outflow of industry and culture is expected to create a new wave of opportunities in China, potentially leading to a "cultural dividend" similar to Japan's experience post-2005 [27][28]. - The article concludes that despite global challenges, the trend of Chinese companies expanding overseas is likely to continue, supported by initiatives like the Belt and Road [29][30].
哈,看到比股市还惨的
猫笔刀· 2024-09-05 14:16
今天晚上有中日世界杯足球预选赛,日本主场。 就连我这种平时不看足球的也 很清楚现在两边根本不是一个档次的 实力,日本 大量明星球员纵横欧 洲联赛, 在世界杯上和欧美 列强踢的 有输有赢, 目前大概是世界一流里的下游,正经 top8-16的水平。 中国男足......本来小组赛就回家了,硬是最后关头在担架上被新加坡抬进了十强赛。现在的中国队大概亚洲二流下游,正经亚洲top10-15的水平。 有意思的是,cctv放弃直播了今晚的球赛,转而播放了残奥会的录像。cctv官方的解释是转播权价格太高,严肃谴责扰乱体育转播市场的行为,拒播。中 国大陆只有爱奇艺拿到了转播权,付费观看,一个人9块。 能花钱看中国队客场踢日本的,绝对是真铁杆球迷,没的说。我肯定不看,我听个结果就行了。 7:0 ,吹哨收盘了 。 比赛一结束,海信的股东就直拍大腿,说央视不播可惜,错过全国电视机以旧换新的机会 …… 类似的套路去年以来玩过好几轮了,游资不傻,看似瞎玩,实则都是精心挑选那些盘子小,易于控盘的票,要说名字喜庆谁还能比得过中国平安, 但不会有人炒中国平安的。 他们有一个自己的圈子,炒作的时候会若有若无的勾兑,点火成功了就开始利用关系网向外 ...