I get these are early steps, but they oversold it.
I get these are early steps, but they oversold it.
It breaks down pretty quickly once you get outside the default bounds, as expected, though.
Generate incrementally using a pathfinding system for a bot to move around and "create the world" as it goes, as if a Google street view car followed the philosophy of George Berkeley.
Except this time there is no underlying consistent world, so it would be up to the algorithm to use dead reckoning or some kind of coordinate system to recognize that you're approaching a place you've "been" before, and incorporate whatever you found there into the new scenes it produces.
I suppose this is the easy part, actually; for me the real trouble might be collision based on the non-deterministic thing that was generated, i.e. how to decide which scene edges the player should be able to travel through, interact with, be stopped by, burned by, etc.
Consistent inconsistency gets old very very fast.
Best case: roguelike adventure.
But generally just phantasmagoria.
I know you didn’t mean it like this, but this is kind of an insult to the insane amounts of work that go into crafting just the RNG systems behind roguelikes.
So I'm willing to accept the limitation, and at this point we know that this can only get better. Next I thought about the likelihood of Nvidia releasing an AI game engine, or more of a renderer, fully AI based. It should be happening within the next 10 years.
Imagine creating a game by describing scenes, like the ones in the article, with a good morphing technology between scenes, so that the transitions between them are like auto-generated scenes which are just as playable.
The effects shown in the article were very interesting, like the ripple, sonar or wave. The wave made me think about how trippy games could get in the future, more extreme versions of the Subnautica video [0] which was released last month.
We could generate video games which would periodically slip into hallucinations, a thing that is barely doable today, akin to shader effects in Far Cry or other games when the player gets poisoned.
Fiebertraum engine.
> at this point we know that this can only get better.
We don’t know that. It will probably get better, but will it be better enough? No one knows.
> It should be happening within the next 10 years.
Every revolution in tech is always ten years away. By now that’s a meme. Saying something is ten years away is about as valuable as saying one has no idea how doable it is.
> Imagine
Yes, I understand the goal. Everyone does, it’s not complicated. We can all imagine Star Trek technology, we all know where the compass is pointed, that doesn’t make it a given.
In fact, the one thing we can say for sure about imagining how everything will be great in ten years is that we routinely fail to predict the bad parts. We don’t live in fantasy land, advancements in tech are routinely used for detrimental reasons.
We might all be dead in 10 years, but with big tech companies making their plays, all the VC money flowing in to new startups, and nuclear plants being brought online to power the next base model training runs, there's room for a little mild entertainment like these sorts of gimmicks in the next 3 years or so. I doubt anything that comes of it will top even my top 15 video games list though.
That’s a contestant for the most depressing tradeoff ever. “Yeah, we’ll all die in agony way before our time, but at least we got to play with a neat but ultimately underwhelming tool for a bit”.
Why do you think this game would be good? I'm not a game maker but the visual layer is not the reason people like or enjoy a game (ex: nintendo). There are teams of professionals making games today that range from awful to great. I get that there are indie games made by a single person that will benefit from generated graphics, but asset creation seems to be a really small part of it.
“We are hard at work improving the size and fidelity of our generated worlds”
I imagine the further you move from the input image, the more the model has to make up information and the harder to keep it consistent. Similar problem with video generation.
Which is the same thing as saying this may turn out to be a dud, like so many other things in tech and the current crop of what we’re calling AI.
Like I said, I get this is an early demo, but don’t oversell it. They could’ve started by being honest and clarifying they’re generating scenes (or whatever you want to call them, but they’re definitely not “worlds”), letting you play a bit, then explain the potential and progress. As it is, it just sounds like they want to immediately wow people with a fantasy and it detracts from what they do have.
What previous work are you referring to?
You can imagine this as a spectrum. On the one end you have models that, at each output pixel, try to predict pixels that are locally similar to ones in previous frame; on the other end, you could imagine models that "parse" the initial input image to understand the scene - objects (buildings, doors, people, etc.) and their relationships, and separately, the style with which they're painted, and use that to extrapolate further frames[0]. The latter would obviously fare better, remaining stylistically consistent for longer.
(This model claims to be of the second kind.)
The way I see it: a human could do it[1], so there's no reason an ML model wouldn't be able to.
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[0] - Brute-force approach: 1) "style-untransfer" the input, i.e. style-transfer to some common style, e.g. photorealistic or sketch, 2) extrapolate the style-untransfered image, and 3) style-transfer result back using original input as style reference. Feels like it should work somewhat okay-ish; wonder if anyone tried that.
[1] - And the hard part wouldn't be extrapolating the scene, but rather keeping the style.
Let me elaborate by using cat-4d.github.io, one of their competitors in this field of research: If you look at the "How it works" section you can see that the first step is to take an input video and then create artificial viewpoints of the same action being observed by other cameras. And then in the 2nd step, those viewpoints are merged into one 4D gaussian splatting scene. That 2nd step is pretty similar to 4D NeRF training, BTW, just with a different data format.
Now if you need a small scene, you generate a few camera locations that are nearby. But there's nothing stopping you from generating other camera locations or even from using previously generated camera locations and moving the camera again, thereby propagating details that the AI invented outwards. So you could imagine this as you start with something "real" at the center of the map and then you create AI fakes with different camera positions in a circle around the real stuff, and then the next circle around the 1st-gen fakes, and the next circle, and so on. This process is mostly limited by 2 things: The ability of your AI model to capture a global theme. World Labs has demonstrated that they can invent details consistent with a theme in this demos, so I would assume they solved this already. And the other limit is computing time. A world box 2x in each direction is 8x the voxel data and I wouldn't be surprised if you need something like 16x to 32x the number of input images to fit the GSplats/NeRF.
So most likely, the box limit is purely because the AI model is slow and execution is expensive and they didn't want to spend 10,000x the resources for making the box 10x larger.
Certainly has some value to it.. marketing, hiring, fundraising (Assuming its a private company)
My take is that its a good start and 3-4 years from now it will have a lot of potential value in world creation if they can make the next steps.
The risk is setting expectations that can't be fulfilled.
I'm in the 3D space and I'm optimistic about World Labs.