It often feels like the model is ignoring my inputs and just doing what it would expect the bot to do (which is unsurprising if the model could predict what would happen next during training without paying attention to the inputs)
MIRA: Multiplayer Interactive World Models Trained on Rocket League
21–30 of 35 posts
Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#22Where is the option to call all of my tm8s trash? That's an essential part of the experience!
Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#23Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#24Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#25Hey all, happy to see this here! This was a colab between General Intuition (that I’m part of), Kyutai and Epic Games. You can read plenty of details in the blog post and tech report but the TLDR is that we trained a multiplayer world model on 10k hours of Rocket League data. We optimized it to be playable at 20fps on a single GPU. So what you see in the demo is fully generated: there’s no graphics or physics engine.…
Could a network be trained to transform physics state directly into the latent state and back? Having a direct transformation would enable some interesting experiments. How is the latent state different when everything else stays the same, but you change one physics value, like player one velocity? Is there a cyclical pattern of activation that correlates strongly with the seconds digit of the clock? Can you decode t…
Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#26Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#27Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#28Where is the option to call all of my tm8s trash? That's an essential part of the experience!
Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#29Rocket league is one of my favourite games, and I'm pretty decent at it (rank champion 1). I kinda felt like my controller was a bit broken when playing this, a lot of commands were just ignored, and forget doing stuff like speed flips. But I did feel like was controlling the car, and everything about the game looked very much like the real thing. Ball movement was on point, I didn't notice any weird bounces or anything.
The lack of opponents pulling triple flip resets and double-tapping musty's (musties?) was the most notable difference from the real thing