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Moonlake: Causal World Models should be Multimodal, Interactive, and Efficient — with Chris Manning and Fan-yun Sun

Moonlake: Causal World Models should be Multimodal, Interactive, and Efficient — with Chris Manning and Fan-yun Sun

Published 3 months, 2 weeks ago
Description

We’ve been on a bit of a mini World Models series over the last quarter: from introducing the topic with Yi Tay, to exploring Marble with World Labs’ Fei-Fei Li and Justin Johnson, to previewing World Models learned from massive gaming datasets with General Intuition’s Pim de Witte (who has now written down their approach to World Models with Not Boring), to discussing the Cosmos World Model with with Andrew White of Edison Scientific on our new Science pod, to writing up our own theses on Adversarial World Models. Meanwhile Nvidia, Waymo and Tesla have published their own approaches, Google has released Genie 3, and Yann LeCun has raised $1B for AMI and published LeWorldModel.

Today’s guests have a radically different approach to World Modeling to every player we just mentioned — while Genie 3 is impressive, its many flaws demonstrate the issues with their approach - terrain clipping, noninteractivity (single player, no physics/no objects other than the player move), and maximum of 60 second immersion.

Moonlake AI (inspired by the Dreamworks logo) is the diametric opposite - immediately multiplayer, incredibly interactive, indefinite lifetime, capable of MANY different kinds of world models by simulating environments, predicting outcomes, and planning over long horizons. This is enabled by bootstrapping from game engines and training custom agents:

In Towards Efficient World Models, Chris Manning and Ian Goodfellow join Fan-Yun in explaining why their approach to efficiency with structure and casuality instead of just blind scaling is sorely needed:

SOTA models still show physical or spatial understanding glitches, such as solid objects floating in mid-air or moving “inside” other solid objects.

If the goal is to plan for the next action, how often is a high-resolution pixel view necessary for modeling the world? Our bet is that there is a disproportionately large share of economically valuable tasks where such detail is no

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