[HN Gopher] The Matrix: Infinite-Horizon World Generation with R...
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       The Matrix: Infinite-Horizon World Generation with Real-Time
       Interaction
        
       Author : lnyan
       Score  : 175 points
       Date   : 2024-11-21 04:26 UTC (18 hours ago)
        
 (HTM) web link (thematrix1999.github.io)
 (TXT) w3m dump (thematrix1999.github.io)
        
       | jerpint wrote:
       | I'm really excited for where this is going. From the demo videos,
       | it seems to be a step up from Oasis, which itself came out only 2
       | weeks ago. I expect to see a lot of innovative use cases in this
       | field
        
       | shmerl wrote:
       | _> Click to play_
       | 
       | Clicking - nothing works.
        
         | tsaoyu wrote:
         | Click to play [...the video]
        
       | efitz wrote:
       | Prediction: in 20 years, I'm going to be reading about some dude
       | who wrote a program to drive the car continuously until it ran
       | into some surreal edge condition, and finally hit it. There will
       | be a subculture of "matrix glitchers" who spend much of their
       | time doing these kinds of experiments.
        
         | soulofmischief wrote:
         | People have been doing that with Minecraft for over a decade.
         | In the old days, once you got far away enough, the terrain
         | generation would go haywire. Lots of videos from that time
         | period of people exploring the "edge of the world".
         | 
         | Personally, these were the kind of glitches which made games
         | feel magical and "real" to me as a kid. Being able to analyze a
         | system by breaking it made it seem so much more tangible, like
         | an actual place I had an NTSC-sized porthole into.
        
           | billisonline wrote:
           | Cf. the "Minus World" in Super Mario Bros. for the NES.
           | 
           | https://en.wikipedia.org/wiki/Minus_World
        
             | soulofmischief wrote:
             | Ha! I remember being either 5 or 6 when my uncle showed me
             | Minus World and it blowing my mind. That might have
             | actually been my first exposure to "backrooms" glitches
             | like that. What an amazing glitch. It even worked on my
             | combo Super Mario Bros / Duck Hunt cartridge
             | 
             | MissingNo. is another good example. I have fond memories
             | spending untold hours in my favorite game engines trying to
             | break free. The Jak and Daxter series were some of my
             | favorite to break, due to the uniqueness and flexibility of
             | the engine and the weird ways that the chunk loading system
             | could be broken.
        
               | axus wrote:
               | Ahh, "Mountain King" on the Atari 2600 was the game for
               | me finding a cool bug. If you bounced just right, you'd
               | soar over the mountain into the glitches far above. Games
               | didn't crash, they just worked with what they had.
        
               | soulofmischief wrote:
               | I didn't have Mountain King for my 2600 so I looked it
               | up. What a neat glitch. Platformer glitches are fun, I
               | really enjoyed breaking the early Sonic games for things
               | like the Hyper Sonic glitch, or some of the map glitches.
               | 
               | I think this is one thing about Super Mario Bros. 3 that
               | felt so magical to me. With the addition of the hidden
               | whistles and intentional "glitches" like crouching for an
               | extended time on a white platform, running behind map
               | elements, etc. you felt like some kind of plane walker
               | just bending time and space to your will. Fantastic
               | implementation of a level skip mechanism for veteran
               | players. It gave an already incredibly expansive game
               | quite a lot of extra replay value, just like Minus World.
        
               | sunnybeetroot wrote:
               | Thank you for the reminder of MissingNo! Takes me back to
               | when I was a child and received a Gameboy Color without
               | any games. I spent months just watching the start up
               | animation on repeat before I got Pokemon yellow.
        
               | soulofmischief wrote:
               | That is one of the saddest thing I've ever heard. Did
               | your parents just not know it needed games, or was it a
               | budget thing?
               | 
               | I was extremely poor growing up but I did get lucky and
               | get a Gameboy Color for Christmas with a copy of Pokemon
               | Gold at age 5, right before my guardians went insane and
               | forbade any non-Christian media such as "Pocket Demons"
               | or any fantasy content. That game expanded my mind so
               | much, introduced me to a lot of things I'd never
               | encountered before. It seemed so mysterious and huge,
               | especially with the entire extra Kanto campaign. Still
               | one of the greatest and most complete games ever made.
        
           | pugworthy wrote:
           | Far Lands or Bust is a great YouTube channel for this. He's
           | been walking in one direction in a Minecraft world since
           | 2011.
        
           | bobim wrote:
           | "there's no bugs in there!" a chick with a star on the cheek
           | probably.
        
         | ilaksh wrote:
         | That community already exists because the current version of
         | these types of AI game engines are constantly running into a
         | surreal edge condition since they don't track things
         | consistently when they go off frame.
        
       | grodes wrote:
       | unreadable website
        
       | ribcage wrote:
       | Someone should ban "AI" articles on Hacker News.
        
         | ferguu_ wrote:
         | But then there would be no articles!
        
         | Cthulhu_ wrote:
         | Why? It's a mostly democratic news aggregator site without much
         | editorial overview, if you don't like it, downvote / don't
         | upvote it, or write a client that filters topics you don't like
         | out based on some keywords. You didn't need to open this page
         | and comment on it if you don't like it, nobody's making you
         | read things you don't like.
        
         | steego wrote:
         | I don't know if you're actually new here, or you've been
         | reading HN for years, but your account is only 11 months old.
         | 
         | We talk about a lot of things here, but when we do talk about
         | AI, we tend to prefer talk about things with code or papers.
         | 
         | This particular project has a paper. They're expecting to
         | publish their code soon.
         | 
         | Here's the paper:
         | 
         | https://thematrix1999.github.io/article/the_matrix.pdf
         | 
         | You don't have to read it, but you may want to consider it if
         | you want to learn something and/or contribute something
         | meaningful to the conversation.
        
         | olddustytrail wrote:
         | Yes, and that someone should be you. Be the change you want to
         | be.
        
       | ilaksh wrote:
       | I'm into VR and mixed reality, and I think this is headed to
       | making the Holodeck real in an immersive way. That's the concept
       | of the Matrix and what they are demoing, just in 2d.
       | 
       | I am guessing the main thing holding this stuff back in terms of
       | fidelity and consistency or generalization is just compute. But
       | the new techniques they have here have just dramatically lowered
       | the compute costs and increased the generalization.
       | 
       | Maybe just something like the giant Cerebras SRAM chips will get
       | to the next 10 X in scale that smooths this out and pushes it
       | closer to Star Trek. Or maybe some new paradigm like memristors.
       | 
       | But I'm looking forward to within just a few years being able to
       | put on some fairly comfortable mixed reality glasses and just
       | asking for whatever or whoever I want to appear in my home (for
       | example) according to my whim.
       | 
       | Or, train it on a lot of how-to videos such as cooking. It just
       | materializes an example of someone showing you exactly what you
       | need to do right in your kitchen.
       | 
       | Here's another crazy idea: train on videos and interactions with
       | productivity applications rather than games. In the future, for
       | small businesses, we skip having the AI generate source code and
       | just describe how the application works. The data and program
       | state are just stored in a giant context window, and the
       | application functionality changes the instant you make a request.
        
         | scotty79 wrote:
         | I think we need devices that can produce gaussian splat videos
         | to become as common as 2d cameras.
        
       | alkonaut wrote:
       | What does "world" mean here? How does the spatiality fit into
       | some latent space? Or what constitutes the "world"? If the answer
       | is, there is none, the world is just frames of video and any
       | consistency quickly blurs out after a few seconds. That's not a
       | world generation, that's just generation of video frames
       | following frames. Not that it isn't cool, but it has almost zero
       | usability for generating a "world" simulation. The key to a
       | realistic world is that you can reliably navigate it. Visit and
       | revisit places. If you modify anything, those modifications are
       | persisted. If you leave a room and re-enter it hours later, the
       | base expectation is that the same objects are in that room.
       | 
       | Wouldn't a working approach be to just create a really low
       | resolution 3D world in the traditional "3D game world" sense to
       | get the spatial consistency. Then this crude map with attributes
       | is fed into frame generation to create the resulting world? It
       | wouldn't be infinite, but on the other hand no one has a need for
       | an infinite world either. A spherical world solves the border
       | issue pretty handily. As I understood it, there was some element
       | of that in the new FS2024 (discussed yesterday on HN).
        
         | QuantumG wrote:
         | What you really want is a story telling engine informing the
         | world model and the humans need to generate power.
        
         | scotty79 wrote:
         | It's basically a dream. Maybe that's what dreams are? World
         | prediction engine running with no sensor input and memory in
         | read only mode?
        
           | withinboredom wrote:
           | When you go to sleep, your brain stem disconnects from your
           | body and your brain enters a feedback loop. The sensors are
           | very much connected, just to whatever. Hence why you can grow
           | dragon wings in your dreams and feel them. Memories can be
           | made as well. I used to be really into lucid dreaming and
           | time compression. My longest dream was nine years compressed
           | into a 12-hour sleep period.
        
             | Helonomoto wrote:
             | Where did you get the 'brain stem disconnects from your
             | body'? Because thats not how it works in the brain.
             | 
             | We have the part which controls your muscles and we have
             | another part which simulates the movement. Not executing on
             | it has nothing to do with the brain stem disconnecting from
             | the 'body'.
             | 
             | Its the same mechanism as you thinking about a movement but
             | not doing it.
        
               | lxgr wrote:
               | I believe it's a much more fundamental difference than
               | just the distinction between ideating and acting.
               | 
               | Many people occasionally experience the transition
               | between "conencted" and "disconnected" states as a sudden
               | jerk or loud noise just at the moment of falling asleep.
               | 
               | Sleep paralysis is another "failure mode" of this
               | mechanism that reveals what's going on. (I'm not sure if
               | there is a reverse to it, i.e. whether sleepwalking could
               | be explained as a drastic fail-open of the same
               | mechanism).
        
             | jebarker wrote:
             | > My longest dream was nine years compressed into a 12-hour
             | sleep period.
             | 
             | Does the brain change in response to that sleep period? Or
             | is there no change because there's no new information
             | input?
        
               | withinboredom wrote:
               | I dunno, I wasn't hooked up to any kind of measurement
               | device to measure the changes in my brain. From a
               | subjective point of view, I miss that place. I've been
               | writing a book about my adventure there, off-and-on for
               | years now. Maybe someday, I will finish it. If I could
               | return, I'd do it in a heartbeat at any cost.
               | 
               | I _feel_ older than I am because there are a couple extra
               | decades in my brain than in real life. Most of my time
               | compression experiments were only a few months or weeks.
               | That one long one changed me forever, and I've never done
               | it on purpose since then.
               | 
               | I still have time compressed dreams from time to time,
               | and when I wake up, two or three weeks have subjectively
               | passed, but only a night has passed in the real world.
               | There's a period of time, no more than 10-30 minutes,
               | while the brain tries to reconcile two different and
               | overlapping pasts. It can be a bit disorienting. My wife
               | knows when I have these dreams because when I wake up,
               | she says I look around surprised or confused to be there.
               | The absolute worst is when you lay down to go to bed in
               | the dream and wake up in the real world. Those will mess
               | you up.
               | 
               | So, maybe my brain did change. Who knows? Maybe someone
               | should study it.
        
         | roboboffin wrote:
         | Not an expert, but I think procedurally generated terrain is
         | generally fractal in nature, and is reproducible in that sense
         | from a seed that is used in the generation. It is therefore
         | recursive, as fractals are recursive.
         | 
         | A traditional neural network is a universal function
         | approximator, however it is not recursive in nature, unless it
         | is some sort of RNN. The transformer architecture, which this
         | seems fairly similar to this one, is also not recursive in
         | nature; although I believe, limited recursion can come about
         | through CoT.
         | 
         | Therefore, I don't believe this could match the
         | reproducibility, in an infinite sense, of a traditional
         | procedural generator.
        
           | jrvieira wrote:
           | "Fractals are not self-similar"
           | 
           | https://m.youtube.com/watch?v=gB9n2gHsHN4
           | 
           | If you want to learn more about the fascinating world of
           | fractals.
        
             | falcor84 wrote:
             | The parent comment didn't mention self-similarity; did you
             | maybe intend to reply to another comment?
        
           | jerf wrote:
           | Procedurally generated terrain is whatever it wants to be. It
           | isn't necessary for it to be fractal in any particular sense.
           | Or even arguably all that useful, at least at the present
           | time.
        
           | astrobe_ wrote:
           | Luanti [1] (Minetest) has a fractal map generator ("mapgen").
           | You can test it for yourself. It's funny at first but becomes
           | eventually boring.
           | 
           | Its other mapgens massively some kind of Perlin noise in
           | various ways, so that you can have "realistic" landscapes
           | (e.g. the Carpethian mapgen) or landscapes with impossible
           | mountains and floating rocks sometimes (e.g. the V7 mapgen)
           | that are good for fantasy/sci-fi worlds.
           | 
           | Noise is a pretty efficient way to fake complexity, and it's
           | not a coincidence [2].
           | 
           | [1] https://www.luanti.org/ [2]
           | https://en.wikipedia.org/wiki/Kolmogorov_complexity
        
         | jerf wrote:
         | "Wouldn't a working approach be to just create a really low
         | resolution 3D world in the traditional "3D game world" sense to
         | get the spatial consistency. Then this crude map with
         | attributes is fed into frame generation to create the resulting
         | world?"
         | 
         | That's Minecraft. It does work. And when you turn around, then
         | turn back to where you were facing, you don't feel like you're
         | in a fever dream, because the landscape hasn't completely
         | shifted.
         | 
         | The tech is neat and I'm sure worth publishing. The rhetoric
         | accompanying it is terribly overblown. Of course that's as
         | likely to be their University PR department as the authors.
        
         | astrobe_ wrote:
         | > Wouldn't a working approach be to just create a really low
         | resolution 3D world in the traditional "3D game world" sense to
         | get the spatial consistency. Then this crude map with
         | attributes is fed into frame generation to create the resulting
         | world?
         | 
         | If you go "ultra-low" resolution, that's basically Minecraft or
         | Luanti (formerly Minetest). There some mods for Luanti that let
         | one generate a less "squary" world by adding slopes, but that's
         | still heavily polygonal.
         | 
         | > It wouldn't be infinite, but on the other hand no one has a
         | need for an infinite world either.
         | 
         | Minecraft has an infinite world (with glitches when you go very
         | far from origin due to floating point errors). Luanti's world
         | is finite (around 64000 m^3 because 16 bits coordinates;
         | players move at 2-4m/s usually), some people are working to
         | make it infinite. In my opinion, you are right that nobody
         | needs an infinite world; the argument for an infinite world is
         | that a finite world can be a problem on popular servers but in
         | my eyes servers where this is a problem don't use enough the
         | available space (in particular the huge vertical space that can
         | be used to create multiple worlds) or shoot themselves in the
         | foot by providing players with ways to move fast (mainly
         | transports); increasing the player's speed actually shrinks the
         | world.
         | 
         | I think there is a conundrum from the players and gameplay
         | perspective. On one hand, you want a lot of space, but on the
         | other hand you want to be close to other players (for commerce,
         | play together, etc.). It's not enough to have an infinite
         | world, you also have to have the gameplay that goes with it.
         | 
         | Another thing to consider are the interaction of mobiles (NPCs,
         | enemies) with the terrain. Because nobody likes an infinitely
         | empty world either. I haven't played an AAA game recently, but
         | a decade ago even with precomputed terrain, some mobiles would
         | look silly sometimes with steep terrains.
        
       | abricq wrote:
       | This is surely really cool. Just a bit sad that, as phrased by
       | the authors, the "First Real-Time" virtual world created for the
       | demo is a fat & fast SUV driving on virgin lands.
        
         | spuz wrote:
         | Why is that sad?
        
         | pmayrgundter wrote:
         | Sigh, agreed!
        
       | akutlay wrote:
       | Why would you want to generate all the pixels using this model
       | instead of generating all the art, physics, and objects in the
       | world using a game engine? The engine does so much of the physics
       | and keeps everything stable for very cheap.
        
         | FeepingCreature wrote:
         | Generating coherent objects in an infinite world is probably
         | harder.
        
         | 01HNNWZ0MV43FF wrote:
         | Because you wouldn't have to wait for a human to write the
         | engine and write the game
        
       | wavemode wrote:
       | I wish researchers would spend more time on using generative
       | models to create level geometry, rather than trying to generate
       | video from scratch. It would be both cheaper and more effective
       | for stable gameplay.
        
         | jebarker wrote:
         | There's so many researchers working in AI now that we can
         | afford to explore all avenues. This probably isn't going to
         | lead to a fully generative AI game engine, but I bet there'll
         | be useful learnings along the way.
        
       | pedalpete wrote:
       | This is the future I was trying to pitch in 2018 when we had
       | built Ayvri and had every paraglider in the world, the world's
       | largest ultramarathons, drone operators, and lots of other users
       | of our real-world 3D environment.
       | 
       | Though we were using map tiles at the time, we were developing a
       | model that took photos and a GPS track to add information that
       | better matched environmental conditions (cloud, better lighting,
       | etc).
       | 
       | People still ask me to open-source or give them our source code,
       | but the code was acquired, so that isn't possible. But I do
       | regularly say that if I were to rebuild Ayvri today, I'd do it as
       | an interactive video rather than loading tiles.
        
       | darepublic wrote:
       | I didn't fully grok what this was about from the website. Though
       | just last night I was talking to a friend about that quote from
       | the Matrix that Morpheus tells Neo, so some nice synchronicity
       | there. The sense I got from this is that they are developing a
       | triple AAA type virtual world that can get generated on the fly
       | based on text prompts? When the authors say frame level control
       | do they mean that at any point, the next frame can be
       | manipulated, either to be completely new or to influence the
       | current story or context that is being played out?
        
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