MIRA: Multiplayer Interactive World Models Trained on Rocket League
31–35 of 35 posts
Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#32Hey 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.…
I'd be interested in seeing if fine-tunes that include human gameplay data would be possible.
Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#33It feels like playing on a very slow computer. Except that sometimes it just randomly decides you pressed the flip button. Really impressive.
Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#34It feels like playing on a very slow computer. Except that sometimes it just randomly decides you pressed the flip button. Really impressive.
I played again but this time I drove my car backwards and the model does much, much worse in this weird situation. It often doesn't do what I input at all and keeps straightening itself out. And on kick-off you always go for it, even if you don't.
Re: MIRA: Multiplayer Interactive World Models Trained on Rocket League
#35Václav here from the team, we're happy to answer questions :) The most surprising part to me is the auto-recovery behavior we mention at the end of the blog post, since any other model I've seen always stays diverged once it goes off the rails once. But MIRA really doesn't like to be out-of-distribution. To be completely honest we're not entirely sure why this happens.