[HN Gopher] Oasis: A Universe in a Transformer
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Oasis: A Universe in a Transformer
Author : gadtfly
Score : 95 points
Date : 2024-10-31 22:10 UTC (5 days ago)
(HTM) web link (oasis-model.github.io)
(TXT) w3m dump (oasis-model.github.io)
| gadtfly wrote:
| Playable demo: https://oasis.decart.ai/starting-point
| jerpint wrote:
| This is a very impressive demo, this seems very early in a what
| might in hindsight be an "obvious" direction to take transformers
| towards
| pona-a wrote:
| See previous discussion:
| https://news.ycombinator.com/item?id=42014650
|
| 81 comments, 241 points.
| skerit wrote:
| This is such a cool experiment, and those comments basically
| boil down to "Lol, it's just minecraft"
| throwaway314155 wrote:
| Welcome to hacker news. Home of the shallow dismissal.
| Fuzzwah wrote:
| I could knock up clone of these shallow dismissals in a
| weekend.
| stevedekorte wrote:
| How are state changes consistently tracked?
| NBJack wrote:
| What you see is what you get. Build a house, but turn away from
| it, and it may disappear. Everything seems to be tracked from a
| few previous frames.
| nurettin wrote:
| They are not, and probably never will be. Looking up at the sky
| regenerates your surroundings. Inventory is less tricky, you
| just feed it back as input, but it is so easy to lose the
| landscape.
| RedNifre wrote:
| The context window seems to be about one second long at ca 20
| FPS, so you get enough state change to do realistic things like
| accelerated falling.
| mnky9800n wrote:
| Everyone will shit on this while the authors will get a 20m
| valuation and walk away with their lives set.
| simonw wrote:
| The most fun thing about this demo (and the demo is 100% worth
| trying out, you'll need to use Chrome for it) is that it shows
| how there's no persistent memory at all. If you get bored of the
| area you are in, look straight up at the sky and look down again.
| If you see something interesting - like a fence post - keep that
| in your field of vision and you should start to see more
| similarly interesting things.
| bob1029 wrote:
| This also works in Safari on my iPhone.
| mparrett wrote:
| This gesture would often work for me in lucid dreams-- look
| away to refresh content. And when I played video games more
| regularly, my dreams would take on a procedurally generated
| quality that always struck me as more than the typical abstract
| dream imagery. It was as if my mind had learned a basic game
| engine with mechanics, physics and various rendering
| techniques.
| GaggiX wrote:
| Also because of the limitations of this model to achieve
| something in AI Minecraft is completely different than the
| standard game, for example to go to the Nether is easier to
| find the red mushroom texture and use it to confuse the AI into
| thinking it's netherrack, same think for the end by using sand
| blocks or similar color blocks.
| majormajor wrote:
| A while back "deformable terrain" and walls you could destroy and
| such was a big buzzword in games. AFAICT, though, it's rarely
| been used in truly open-ended ways, vs specific "there are things
| behind some of these walls, or buried under this mound" type of
| stuff. Generally there are still certain types of environment
| objects that let you do certain things, and many more that let
| you do nothing.
|
| Generative AI could be an interesting approach to the issue of
| solving the "what happens if you destroy [any particular
| element]" aspect.
|
| For a lot of games you'd probably still want to have specific
| destinations set in the map; maybe now it's just much more open-
| ended as far as how you get there (like some of the ascend-
| through-matter stuff in Tears of the Kingdom, but more open-ended
| in a "just start trying to dig anywhere" way and you use gen AI
| to figure out exactly how much dirt/other material will get piled
| up for digging in a specific place?).
|
| Or for games with more of an emphasis on random drops, or random
| maps, you could leverage some of the randomness more directly.
| Could be really cool for a roguelike.
| talldayo wrote:
| You can still scale up the Power Game/Noita mindset to larger
| games, with pretty good results. _Teardown_ is a very fun
| current-gen title that combines physics and voxels to create a
| sort of fully physical world to interact with:
| https://youtu.be/SDfWDB1hGWc
|
| There's still a ways to go, but I don't really think AI will be
| required if game engine pipelines extend PBR to destruction
| physics. The biggest bottleneck is frankly the performance hit
| it would entail, and the dynamic lighting that is inherently
| required.
| islewis wrote:
| This looks like a very similar project to "Diffusion Models Are
| Real-Time Game Engines"[1] that circulated on HN a few months ago
| [2], which was playing DOOM. There's some pretty interesting
| commentary on that post that might also apply to this.
|
| I'd like to do a deeper dive into the two approaches, but on a
| surface level one interesting note is Oasis specifically mentions
| using a use-specific ASIC (presumably for inference?):
|
| > When Etched's transformer ASIC, Sohu, is released, we can run
| models like Oasis in 4K.
|
| [1] https://gamengen.github.io/
|
| [2] https://news.ycombinator.com/item?id=41375548
| kookamamie wrote:
| It looks like noise with hardly any permanence. Seems like a
| electricity -heavy way of solving "gameplay", if you can call it
| that.
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(page generated 2024-11-05 23:01 UTC)