Earlier quoted context omitted.
Counterpoint: Humans visualize stuff in their minds before trying new things or when learning new concepts. An AI system with LLM based language center and a world model to visualize during training and inference would help it overlap more of human intelligence. Also it looks cool. Edit: After seeing your edited (longer) comment, I have no idea what you’re talking about.
It’s irrelevant - it has nothing analogous to mental imagery. It’s pseudoscience. Edit - of course you have no idea, you have no grasp of the oscillatory-dynamic origins of consciousness, nor does it seem anyone in AI.
Marble: A Multimodal World Model
41–50 of 87 posts
Re: Marble: A Multimodal World Model
#42I like that they distinguish between the collider mesh (lower poly) and the detailed mesh (higher poly). As a game developer I'm looking for: • Export low-poly triangle mesh (ideally OBJ or FBX format — something fairly generic, nothing too fancy) • Export texture map • Export normals • Bonus: export the scene as "de-structured" objects (e.g. instead of a giant world mesh with everything baked into it, separate expor…
From my understanding, admittedly quite a shallow look so far, the model generates gaussian splats then from that could implement the collider.
I guess from the splat and the colliders you could generate actual assets that could be interactable/animated/have physics etc. Unsure, exciting space though! I just don't know how I would properly use this in a game, the examples are all quite on-rails and seem to avoid interacting too much with stuff in the environment.
Re: Marble: A Multimodal World Model
#43As someone with barebones understanding of "world models," how does this differ from sophisticated game engines that generate three-dimensional worlds? Is it simply the adaptation of transformer architecture in generating the 3-D world v/s using a static/predictable script as in game engines (learned dynamics vs deterministic simulation mimicking 'generation')? Would love an explanation from SMEs.
Games are still mostly polygon based due to tooling (Even Unreal Nanite is a special variation of handling polygons), some engines have tried voxels (Teardown, Minecraft genererates polygons and would fall in the previous category as far as rendering goes) or even implict surface modes by composing SDF'y primitives (Dreams on Playstation and more recently unbound.io). All of these have fairly "exact" representations,…
A typical game has thousands of hand placed nodes in 3D space, that do things like place lights, trigger story beats, account for physics and collisions etc. That wouldn't change with Gaussian splats, but if you needed to edit the world then even with deterministic generation, the whole world might change, and all your gameplay nodes are now misplaced.
That doesn't matter for some games, but I think it does matter for most.
Re: Marble: A Multimodal World Model
#44As someone with barebones understanding of "world models," how does this differ from sophisticated game engines that generate three-dimensional worlds? Is it simply the adaptation of transformer architecture in generating the 3-D world v/s using a static/predictable script as in game engines (learned dynamics vs deterministic simulation mimicking 'generation')? Would love an explanation from SMEs.
Games are still mostly polygon based due to tooling (Even Unreal Nanite is a special variation of handling polygons), some engines have tried voxels (Teardown, Minecraft genererates polygons and would fall in the previous category as far as rendering goes) or even implict surface modes by composing SDF'y primitives (Dreams on Playstation and more recently unbound.io). All of these have fairly "exact" representations,…
Re: Marble: A Multimodal World Model
#45Is Marble's definition of a "world model" the same as Yann LeCun's definition of a world model? And is that the same as Genie's definition of a world model?
Re: Marble: A Multimodal World Model
#46Combine these 2, and we can have moving cameras as needed (long takes). This is going to make storytelling very expressive.
Incredible times! Here's a bet: We'll have a AI superstar (A-list level) in the next 12 months.
Re: Marble: A Multimodal World Model
#47This is going to take movie making to another level because now we can: 1. Generate a full scene 2. Generate a character with specific movements. Combine these 2, and we can have moving cameras as needed (long takes). This is going to make storytelling very expressive. Incredible times! Here's a bet: We'll have a AI superstar (A-list level) in the next 12 months.
I’m willing to take that bet. Name any amount you’re willing to lose.
Before you agree: movies take more than 1 year to make and get published, and it takes more than 1 movie to make somebody an a-lister
Re: Marble: A Multimodal World Model
#48I'm floored. Incredible work. also check out their interactive examples on the webapp. It's a bit more rough around the edges but shows real user input/output. Arguably such examples could be pushed further to better quality output. e.g. https://marble.worldlabs.ai/world/b75af78a-b040-4415-9f42-6d... e.g. https://marble.worldlabs.ai/world/cbd8d6fb-4511-4d2c-a941-f4...
Re: Marble: A Multimodal World Model
#49This is going to take movie making to another level because now we can: 1. Generate a full scene 2. Generate a character with specific movements. Combine these 2, and we can have moving cameras as needed (long takes). This is going to make storytelling very expressive. Incredible times! Here's a bet: We'll have a AI superstar (A-list level) in the next 12 months.
Re: Marble: A Multimodal World Model
#50Update - yes you can. To be tested.