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AI video you can watch and interact with, in real-time

187 points| olivercameron | 9 months ago |experience.odyssey.world

82 comments

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godelski|9 months ago

That felt so wrong AND someone is cheating here. This felt really suspicious...

I got to the graffiti world and there were some stairs right next to me. So I started going up them. It felt like I was walking forward and the stairs were pushing under me until I just got stuck. So I turned to go back down and half way around everything morphed and I ended up back down at the ground level where I originally was. I was teleported. That's why I feel like something is cheating here. If we had mode collapse I'm not sure how we should be able to completely recover our entire environment. Not unless the model is building mini worlds with boundaries. It was like the out of bond teleportation you get in some games but way more fever dream like. That's not what we want from these systems, we don't want to just build a giant poorly compressed videogame, we want continuous generation. If you have mode collapse and recover, it should recover to somewhere new, now where you've been. At least this is what makes me highly suspicious.

AnotherGoodName|9 months ago

Yes the thing that got me was i went through the channels multiple times (multiple browser sessions). The channels are the same everytime (the numbers don't align to any navigation though - flip back and forth between two numbers and you'll just hit a random channel everytime - don't be fooled by that). Every object is in the same position and the layout is the same.

What makes this AI generated over just rendering a generated 3D scene?

Like it may seem impressive to have no glitches (often in AI generated works you can turn around a full rotation and you're what's in front of you isn't what was there originally) but here it just acts as a fully modelled 3D scene rendering at low resolution? I can't even walk outside of certain bounds which doesn't make sense if this really is generated on the fly.

This needs a lot of skepticism and i'm surprised you're the first commenting on the lack of actual generation here. It's a series of static scenes rendered at low fidelity with limited bounds.

olivercameron|9 months ago

Hi! CEO of Odyssey here. Thanks for giving this a shot.

To clarify: this is a diffusion model trained on lots of video, that's learning realistic pixels and actions. This model takes in the prior video frame and a user action (e.g. move forward), with the model then generating a new video frame that resembles the intended action. This loop happens every ~40ms, so real-time.

The reason you're seeing similar worlds with this production model is that one of the greatest challenges of world models is maintaining coherence of video over long time periods, especially with diverse pixels (i.e. not a single game). So, to increase reliability for this research preview—meaning multiple minutes of coherent video—we post-trained this model on video from a smaller set of places with dense coverage. With this, we lose generality, but increase coherence.

We share a lot more about this in our blog post here (https://odyssey.world/introducing-interactive-video), and share outputs from a more generalized model.

> One of the biggest challenges is that world models require autoregressive modeling, predicting future state based on previous state. This means the generated outputs are fed back into the context of the model. In language, this is less of an issue due to its more bounded state space. But in world models—with a far higher-dimensional state—it can lead to instability, as the model drifts outside the support of its training distribution. This is particularly true of real-time models, which have less capacity to model complex latent dynamics.

> To improve autoregressive stability for this research preview, what we’re sharing today can be considered a narrow distribution model: it's pre-trained on video of the world, and post-trained on video from a smaller set of places with dense coverage. The tradeoff of this post-training is that we lose some generality, but gain more stable, long-running autoregressive generation.

> To broaden generalization, we’re already making fast progress on our next-generation world model. That model—shown in raw outputs below—is already demonstrating a richer range of pixels, dynamics, and actions, with noticeably stronger generalization.

Let me know any questions. Happy to go deeper!

jowday|9 months ago

It’s essentially this paper but applied to a bunch of video recordings of a bunch of different real world locations instead of counter strike maps. Each channel is just changing the location.

https://diamond-wm.github.io/

Animats|9 months ago

> Not unless the model is building mini worlds with boundaries.

Right. I was never able to get very far from the starting point, and kept getting thrown back to the start. It looks like they generated a little spherical image, and they're able to extrapolate a bit from that. Try to go through a door or reach a distant building, and you don't get there.

throwaway314155|9 months ago

I mean... https://news.ycombinator.com/item?id=44121671 informed you of exactly why this happens a whole hour before you posted this comment and the creator is chatting with people in the comments. I get that you feel personally cheated, but I really don't think anyone was deliberately trying to cheat you. In light of that, your comment (and i only say this because it's the top comment on this post) is effectively a stereotypical "who needs dropbox" levels of shallow dismissal.

magnat|9 months ago

It feels like an interpolated Street View imagery. There is one scene with two people between cars in a parking lot. It is the only one I have found that has objects you would expect to change over time. When exploring the scene, those people sometimes disappear altogether and sometimes teleport around, as they would when exploring Street View panoramas. You can clearly tell when you are switching between photos taken a few seconds apart.

bufferoverflow|9 months ago

Same. Got to the corner of the house, turned around, and got teleported back to the starting point.

I call BS.

qingcharles|9 months ago

Note that it isn't being created from whole cloth, it is trained on videos of the places and then it is generating the frames:

"To improve autoregressive stability for this research preview, what we’re sharing today can be considered a narrow distribution model: it's pre-trained on video of the world, and post-trained on video from a smaller set of places with dense coverage. The tradeoff of this post-training is that we lose some generality, but gain more stable, long-running autoregressive generation."

https://odyssey.world/introducing-interactive-video

doug_durham|9 months ago

I recognized the Santa Cruz Beach Boardwalk channel. It was exactly as I remember.

thetoon|9 months ago

Could probably be (semi?)automated to run on 3d models of places that doesn't exist. Even ai-built 3d models.

netsharc|9 months ago

Well, that felt like entering a dream on my phone. Fuzzy virtual environments generated by "a mind" based on its memory of real environments...

I wonder if it'd break our brains more if the environment changes as the viewpoint changes, but doesn't change back (e.g. if there's a horse, you pan left, pan back right, and the horse is now a tiger).

mortenjorck|9 months ago

I kept expecting that to happen, but it apparently has some mechanism to persist context outside the user’s FOV.

In a way, that almost makes it more dreamlike, in that you have what feels like high local coherence (just enough not to immediately tip you off that it’s a dream) that de-coheres over time as you move through it.

Fascinatingly strange demo.

afro88|9 months ago

Our minds are used to that: dreams

jowday|9 months ago

This is pretty much the same thing as those models that baked dust2 into a diffusion model then used the last few frames as context to continue generating - same failure modes and everything.

https://diamond-wm.github.io/

lolinder|9 months ago

This is similar to the Minecraft version of this from a few months back [0], but it does seem to have a better time keeping a memory of what you've already seen, at least for a bit. Spinning in circles doesn't lose your position quite as easily, but I did find that exiting a room and then turning back around and re-entering leaves you with a totally different room than you exited.

[0] Minecraft with object impermanence (229 points, 146 comments) https://news.ycombinator.com/item?id=42762426

spzb|9 months ago

This seems like a staggeringly inefficient way to develop what is essentially a FPS engine.

xpl|9 months ago

Only at first glance. It can easily render things that would be very hard to implement in an FPS engine.

What AI can dream up in milliseconds could take hundreds of human hours to encode using traditional tech (meshes, shaders, ray tracing, animation, logic scripts, etc.), and it still wouldn't look as natural and smooth as AI renderings — I refer to the latest developments in video synthesis like Google's Veo 3. Imagine it as a game engine running in real time.

whamlastxmas|9 months ago

I think an actual 3D engine with AI that can make new high quality 3D models and environments on the fly would be the pinnacle. And maybe even add new game and control mechanics on the fly.

Daisywh|9 months ago

it’s super cool. I keep thinking it kind of feels like dream logic. It looks amazing at first but I’m not sure I’d want to stay in a world like that for too long. I actually like when things have limits. When the world pushes back a bit and gives you rules to work with.

aswegs8|9 months ago

Doesn't it have rules? I couldn't move past a certain point and hitting a wall made you teleport. Maybe I was just rationalizing random events, though.

booleandilemma|9 months ago

Sounds like something a deity would say before creating a universe such as ours.

Traubenfuchs|9 months ago

Thank you for this experience. Feels like you are exploring a dream.

I LOVE dreamy AI content. That stuff where everything turned into dogs for example.

As AI is maturing, we are slowly losing that im favor of boring realism and coherence.

hx8|9 months ago

I found an interesting glitch where you could never actually reach a parked car, as you move forward the car also moved. It looked a lot like traffic moving through Google Street View.

Hobadee|9 months ago

Yeah. I found the same thing. Cars would disappear in front of me, then I reached the end of the world and it reset me. I'm not sure I believe this is AI, and instead some crappy street view interface.

olivercameron|9 months ago

Hi HN, I hope you enjoy our research preview of interactive video!

We think it's a glimpse of a totally new medium of entertainment, where models imagine compelling experiences in real-time and stream them to any screen.

Once you've taken the research preview for a whirl, you can learn a lot more about our technical work behind this here (https://odyssey.world/introducing-interactive-video).

squiffy|9 months ago

Can you say where the underground cellar with the red painting is? It's compelling.

bkmeneguello|9 months ago

This is amazing! I think the AI will completely replace the way we create and consume media currently. A well written story, with an amazing graphics generation AI can be both interactive and surprising every time you watch it again.

lwo32k|9 months ago

Wait till the bills arrive.

fortran77|9 months ago

I'm unable to navigate anywhere. I'm on a laptop with a touchscreen and a trackpad. I clicked, double clicked, scrolled, and tried everything I could think of and the views just hovered around the same spot.

qwerty59|9 months ago

This is cool. I think there is good chance that this is the future of videogames.

tiahura|9 months ago

To me, this is evidence we're not in a simulation. Even with a gazillion H100's the model runs out of memory just (very roughly) simulating a 50'x50' space over just a few seconds.

chenxi9649|9 months ago

do u personally feel like scaling this approach is going to be the end game for generating navigatable worlds?

ie. as opposed to first generating a 3d env then doing some sorts of img2img on top of it?

jedberg|9 months ago

In playing with this it was unclear to me how this differs from a pre-programmed 3d world with bit mapped walls. What is the AI adding that I wouldn't get otherwise?

deadbabe|9 months ago

It’s pointless to do this with real world places. Why not do it for TV shows or a photograph? You could walk around inside and explore the scenes.

akomtu|9 months ago

Interactive ads and interactive porn are the AI killer apps we miss so much.

gcanyon|9 months ago

Am I the only one stuck with a black screen as the audio plays?

exe34|9 months ago

This reminds me of the scapes in Diaspora (by Greg Egan).

abe94|9 months ago

very cool - what was the hardest part of building this?

olivercameron|9 months ago

If I had to choose one, I'd easily say maintaining video coherence over long periods of time. The typical failure case of world models that's attempting to generate diverse pixels (i.e. beyond a single video game) is that they degrade to a mush of incoherent pixels after 10-20 seconds of video.

We talk about this challenge in our blog post here (https://odyssey.world/introducing-interactive-video). There's specifics in there on how we improved coherence for this production model, and our work to improve this further with our next-gen model. I'm really proud of our work here!

> Compared to language, image, or video models, world models are still nascent—especially those that run in real-time. One of the biggest challenges is that world models require autoregressive modeling, predicting future state based on previous state. This means the generated outputs are fed back into the context of the model. In language, this is less of an issue due to its more bounded state space. But in world models—with a far higher-dimensional state—it can lead to instability, as the model drifts outside the support of its training distribution. This is particularly true of real-time models, which have less capacity to model complex latent dynamics. Improving this is an area of research we're deeply invested in.

In second place would absolutely be model optimization to hit real-time. That's a gnarly problem, where you're delicately balancing model intelligence, resolution, and frame-rate.

Euphorbium|9 months ago

Seems like it ingested google street view

butz|9 months ago

I do not get the "interactive" part. I expect to be able to manipulate objects or at least move them, you know, "interact" with the "video". Now it is some cheap walking simulator, without narration or any plot. Disappearing lamp posts when you get near them also should not be considered an interaction. Maybe you should take a bit different approach to interactive videos, and let's say build a tech review video for some gadget or device, where viewer could interrupt host, using voice, and ask them questions, skip to some part or repeat something in more detail, explain some concept, even compare to other devices.

yieldcrv|9 months ago

Now this is an Assassin’s Creed memory machine that I can get behind

lerp-io|9 months ago

going outside breaks the ai lol

scudsworth|9 months ago

[deleted]

Sohcahtoa82|9 months ago

For sure, but consider it a "first draft" of what this type of generative AI can do.

The resolution is extremely low. The website doesn't specify, but I'd guess it's only 160x120. Such a low resolution was necessary to render it in real time and maintain a reasonable frame rate. To try to hide the blurring a bit, they apply some filters to add scan lines and other effects to make it look like an old TV.

That said, I'd be surprised if anybody could gather the hardware to work well enough to get it to a useable resolution, let alone even something like 1080p. It's literally over 100x the pixels of 160x120.

vouaobrasil|9 months ago

I think this step towards a more immerse virtual reality can actually be dangerous. A lot of intellectual types might disagree but I do think that creating such immersion is a dangerous thing because it will reduce the value people place on the real world and especially the natural world, making them even less likely to care if big corporations screw it up with biospheric degradation.

It seems like it has a high chance of leading to even more narcissism as well because we are reducing our dependence on others to such a degree that we will care about others less and less, which is something that has already started happening with increasingly advanced interactive technology like AI.

dragonwriter|9 months ago

> I think this step towards a more immerse virtual reality can actually be dangerous

I don't think its a step toward that; I think this is literally trained using techniques to generate more immersive virtual reality that already exists and takes less compute, to produce a more computationally expensive and less accurate AI version.

At least, that's what every other demo of a real-time interactive AI world model has been, and they aren't trumpeting any clear new distinction.

mvdtnz|9 months ago

People were saying literally the exact same thing when those crappy VR headsets were all the rage. I think we're ok.

TaupeRanger|9 months ago

This is why we never see any alien life. When they reach a sufficient level of technology, they realize the virtual/mental universe is much more compelling and fun than the boring rule-bound physical one.