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MIRA: Multiplayer Interactive World Models Trained on Rocket League

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21–30 of 35 posts

Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League

#21
I feel like the data should have been generated by a much less predictable policy.

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)

Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League

#25

Hey 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…

Would be a great idea to see how much we could manipulate the latent space and whether it has some internal structure w.r.t the physical state. I guess the only unknown is how the world model would show robustness to latent states that are transformed through this network

Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League

#29
Pretty insane that you can get this close to the real thing this way.

Rocket 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

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