World Models To The Rescue
With the GUG release complete, we’re re-emerging with the next step of our journey to improve video games. During GUG’s development we created Nomic, a procedural logical rules engine, which allows games to dynamically alter their rules and introduce novel mechanics into the fold. However, a big problem arises when your game can logically do anything: visualizing this change in a comprehensive manner to the players.
When doing the visualization through conventional means, you very quickly run into a barrier - composing graphical primitives blows up combinatorially in complexity. You need to anticipate how any pair of visual changes will interact with each other, resulting in endless edge cases. For example, we conceptually need to support the ability to arbitrarily add a third player into a GUG battle.
Luckily, recent developments in machine learning come to the rescue once again! Controllable video generation, also called world modelling, allows you to specify vague requirements of the final picture you’d like to produce, and you can leave it up to the model to interpolate all the fine details. Importantly, this introduces a whole new design surface for interactions, where outcomes of actions are neurally interprolated.
So, now we’ve created a local, real-time, video generation model that supports sophisticated forms of control. Stay tuned for a series of technical blogs on how this is possible on current consumer hardware.