[HN Gopher] AI video you can watch and interact with, in real-time
       ___________________________________________________________________
        
       AI video you can watch and interact with, in real-time
        
       Author : olivercameron
       Score  : 161 points
       Date   : 2025-05-28 18:33 UTC (3 days ago)
        
 (HTM) web link (experience.odyssey.world)
 (TXT) w3m dump (experience.odyssey.world)
        
       | bkmeneguello wrote:
       | 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 wrote:
         | Wait till the bills arrive.
        
       | qingcharles wrote:
       | 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
        
         | thetoon wrote:
         | Could probably be (semi?)automated to run on 3d models of
         | places that doesn't exist. Even ai-built 3d models.
        
           | mvdtnz wrote:
           | What's the point? You already have the 3d models. If you want
           | an interactive video just use the 3d models.
        
           | jowday wrote:
           | The paper they're basing this off already does this.
           | 
           | https://diamond-wm.github.io/
        
         | doug_durham wrote:
         | I recognized the Santa Cruz Beach Boardwalk channel. It was
         | exactly as I remember.
        
       | netsharc wrote:
       | 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).
        
         | afro88 wrote:
         | Our minds are used to that: dreams
        
         | mortenjorck wrote:
         | 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.
        
       | mensetmanusman wrote:
       | Exploring babel's library!
        
       | Daisywh wrote:
       | 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 wrote:
         | 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.
        
           | Tade0 wrote:
           | I kept getting teleported to the start when I picked the
           | world channel that showed some sort of well-lit catacombs.
           | 
           | Eventually managed to leave the first room, but then got
           | teleported somewhere else.
        
         | booleandilemma wrote:
         | Sounds like something a deity would say before creating a
         | universe such as ours.
        
       | spzb wrote:
       | This seems like a staggeringly inefficient way to develop what is
       | essentially a FPS engine.
        
         | xpl wrote:
         | 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.
        
           | ivape wrote:
           | Why do you think this is so hard, even for technical people
           | here, to make the inductive leap on this one? Is it that
           | close to magic? The AI is rendering pillars and also
           | determining collision detection on it. As in, no one went in
           | there and selected a bunch of pillars and marked it as a
           | barrier. That means in the long run, I'll be able to take
           | some video or pictures of the real world and have it be game
           | level.
        
             | ffsm8 wrote:
             | Because that's been a thing for years already - and works
             | way better then this research does.
             | 
             | Unreal engine 5 has been demoing these features for a while
             | now, I heard about it early 2020 iirc, but the techniques
             | like gaussian splattering predate it.
             | 
             | I have no experience in either of these, but I believe
             | MegaScans and RealityCapture are two examples doing this.
             | And the last nanite demo touched on it, too.
        
               | ivape wrote:
               | I'm sorry, what's a thing? Unreal engine 5 does those
               | things with machine learning? Imagine someone shows me
               | Claude generating a full React app, and I say "well you
               | see, React apps have always been a thing". The thing
               | we're talking about is AI, nothing else. There is no
               | other _thing_ is the whole point of the AI hype.
        
               | frotaur wrote:
               | What they meant is that 3D scanning real places, and
               | translating them into 3D worlds with collision already
               | exists, and provides much, much better results than the
               | AI videos here. Additionally, it does not need what is
               | likely hours of random footage wandering in the space,
               | just a few minutes of scans.
        
         | whamlastxmas wrote:
         | 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.
        
           | johanyc wrote:
           | Yeah. Why throw away a perfectly fine 3d engine
        
       | qwerty59 wrote:
       | This is cool. I think there is good chance that this is the
       | future of videogames.
        
       | yieldcrv wrote:
       | Now this is an Assassin's Creed memory machine that I can get
       | behind
        
       | Traubenfuchs wrote:
       | 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.
        
       | akomtu wrote:
       | Interactive ads and interactive porn are the AI killer apps we
       | miss so much.
        
       | hx8 wrote:
       | 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 wrote:
         | 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.
        
       | gcanyon wrote:
       | Am I the only one stuck with a black screen as the audio plays?
        
       | vouaobrasil wrote:
       | 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.
        
         | TaupeRanger wrote:
         | 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.
        
         | mvdtnz wrote:
         | People were saying literally the exact same thing when those
         | crappy VR headsets were all the rage. I think we're ok.
        
         | dragonwriter wrote:
         | > 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.
        
       | Morizero wrote:
       | I feel like we're so close to remaking the classic Rob Schneider
       | full motion video game "A Fork in the Tale"
       | 
       | https://m.youtube.com/watch?v=YXPIv7pS59o
        
       | godelski wrote:
       | 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 wrote:
         | 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.
        
           | AnotherGoodName wrote:
           | Ok playing with this more there's very subtle differences
           | between sessions. As in there is some hallucination here with
           | certain small differences.
           | 
           | I think what's happening is this is AI generated but it is
           | very very overfitted to real world 3D scenes. The AI is
           | almost rendering exactly a real world scene and not much
           | more. They can't travel out of bounds or the model stops
           | working since it's so overfitted to these scenes. The
           | overfitting solves hallucinations but it also makes it almost
           | indistinguishable from pre modelled 3D scenes.
        
             | echelon wrote:
             | Odyssey Systems is six months behind way more impressive
             | demos. They're following in the footsteps of this work:
             | 
             | - Open Source Diamond WM that you can run on consumer
             | hardware [1]
             | 
             | - Google's Genie 2 (way better than this) [2]
             | 
             | - Oasis [3]
             | 
             | [1] https://diamond-wm.github.io/
             | 
             | [2] https://deepmind.google/discover/blog/genie-2-a-large-
             | scale-...
             | 
             | [3] https://oasis.decart.ai/welcome
             | 
             | There are a lot of papers and demos in this space. They
             | have the same artifacts.
        
               | olivercameron wrote:
               | All of this is really great work, and I'm excited to see
               | great labs pushing this research forward.
               | 
               | From our perspective, what separates our work is two
               | things:
               | 
               | 1. Our model is able to be experienced by anyone today,
               | and in real-time at 30 FPS.
               | 
               | 2. Our data domain is real-world, meaning learning life-
               | like pixels and actions. This is, from our perspective,
               | more complex than learning from a video game.
        
             | ollin wrote:
             | I think the most likely explanation is that they trained a
             | diffusion WM (like DIAMOND) on video rollouts recorded from
             | within a 3D scene representation (like NeRF/GS), with some
             | collision detection enabled.
             | 
             | This would explain:
             | 
             | 1. How collisions / teleportation work and why they're so
             | rigid (the WM is mimicking hand-implemented scene-bounds
             | logic)
             | 
             | 2. Why the scenes are static and, in the case of should-be-
             | dynamic elements like water/people/candles, blurred (the WM
             | is mimicking artifacts from the 3D representation)
             | 
             | 3. Why they are confident that "There's no map or explicit
             | 3D representation in the outputs. This is a diffusion
             | model, and video in/out"
             | https://x.com/olivercameron/status/1927852361579647398 (the
             | final product is indeed a diffusion WM trained on videos,
             | they just have a complicated pipeline for getting those
             | training videos)
        
           | christianqchung wrote:
           | Is it possible that this behavior is a result from training
           | on Google Maps or something similar? I tried to walk off a
           | bridge and you get completely stuck, which is the only reason
           | I can think of that, other than not having first person video
           | views of people walking off bridges.
        
         | bufferoverflow wrote:
         | Same. Got to the corner of the house, turned around, and got
         | teleported back to the starting point.
         | 
         | I call BS.
        
         | magnat wrote:
         | 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.
        
         | jowday wrote:
         | 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/
        
         | olivercameron wrote:
         | 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 wrote:
           | Why are you going all in on world models instead of basing
           | everything on top of a 3D engine that could be manipulated /
           | rendered with separate models? If a world model was truly
           | managing to model a manifold of a 3D scene, it should be
           | pretty easy to extract a mesh or SDF from it and drop that
           | into an engine where you could then impose more concrete
           | rules or sanity check the output of the model. Then you could
           | actually model player movement inside of the 3D engine
           | instead of trying to train the world model to accept any kind
           | of player input you might want to do now or in the future.
           | 
           | Additionally, curious about what exactly the difference
           | between the new mode of storytelling you're describing and
           | something like a crpg or visual novel is - is your hope that
           | you can just bake absolutely everything into the world model
           | instead of having to implement systems for dialogue/camera
           | controls/rendering/everything else that's difficult about
           | working with a 3D engine?
        
             | olivercameron wrote:
             | Great questions!
             | 
             | > Why are you going all in on world models instead of
             | basing everything on top of a 3D engine that could be
             | manipulated / rendered with separate models?
             | 
             | I absolutely think there's going to be super cool startups
             | that accelerate film and game dev as it is today, inside
             | existing 3D engines. Those workflows could be made much
             | faster with generative models.
             | 
             | That said, our belief is that model-imagined experiences
             | are going to become a totally new form of storytelling, and
             | that these experiences might not be free to be as weird and
             | whacky as they could because of heuristics or limitations
             | in existing 3D engines. This is our focus, and why the
             | model is video-in and video-out.
             | 
             | Plus, you've got the very large challenge of learning a
             | rich, high-quality 3D representation from a very small pool
             | of 3D data. The volume of 3D data is just so small,
             | compared to the volumes generative models really need to
             | begin to shine.
             | 
             | > Additionally, curious about what exactly the difference
             | between the new mode of storytelling you're describing and
             | something like a crpg or visual novel
             | 
             | To be clear, we don't yet know what shape these new
             | experiences will take. I'm hoping we can avoid an awkward
             | initial phase where these experiences resemble traditional
             | game mechanics too much (although we have much to learn
             | from them), and just fast-forward to enabling totally new
             | experiences that just aren't feasible with existing
             | technologies and budgets. Let's see!
             | 
             | > is your hope that you can just bake absolutely everything
             | into the world model instead of having to implement systems
             | for dialogue/camera controls/rendering/everything else
             | that's difficult about working with a 3D engine?
             | 
             | Yes, exactly. The model just learns better this way
             | (instead of breaking it down into discrete components) and
             | I think the end experience will be weirder and more
             | wonderful for it.
        
               | jowday wrote:
               | > Plus, you've got the very large challenge of learning a
               | rich, high-quality 3D representation from a very small
               | pool of 3D data. The volume of 3D data is just so small,
               | compared to the volumes generative models really need to
               | begin to shine.
               | 
               | Isn't the entire aim of world models (at least, in this
               | particular case) to learn a very high quality 3D
               | representation from 2D video data? My point is if that
               | you manage to train a navigable world model for a
               | particular location, that model has managed to fit a very
               | high quality 3D representation of that location. There's
               | lots of research dealing with NERFs that demonstrate how
               | you can extract these 3D scenes as meshes once a model
               | has managed to fit it. (NERFs are another great example
               | of learning a high quality 3D representation from sparse
               | 2D data.)
               | 
               | >That said, our belief is that model-imagined experiences
               | are going to become a totally new form of storytelling,
               | and that these experiences might not be free to be as
               | weird and whacky as they could because of heuristics or
               | limitations in existing 3D engines. This is our focus,
               | and why the model is video-in and video-out.
               | 
               | There's a lot of focus in the material on your site about
               | the models learning physics by training on real world
               | video - wouldn't that imply that you're trying to
               | converge on a physically accurate world model? I imagine
               | that would make weirdness and wackiness rather difficult
               | 
               | > To be clear, we don't yet know what shape these new
               | experiences will take. I'm hoping we can avoid an awkward
               | initial phase where these experiences resemble
               | traditional game mechanics too much (although we have
               | much to learn from them), and just fast-forward to
               | enabling totally new experiences that just aren't
               | feasible with existing technologies and budgets. Let's
               | see!
               | 
               | I see! Do you have any ideas about the kinds of
               | experiences that you would want to see or experience
               | personally? For me it's hard to imagine anything that
               | substantially deviates from navigating and interacting
               | with a 3D engine, especially given it seems like you want
               | your world models to converge to be physically realistic.
               | Maybe you could prompt it to warp to another scene?
        
           | huvarda wrote:
           | > one of the greatest challenges of world models is
           | maintaining coherence of video over long time periods
           | 
           | To be honest most of the appeal to me of this type of thing
           | _is_ the fact that it gets incoherent and morph-y and
           | rotating 360 degrees can completely change the scenery. It 's
           | a trippy dreamlike experience whereas this kind of felt like
           | a worse version of existing stuff.
        
           | wewewedxfgdf wrote:
           | What's the business model?
        
         | Animats wrote:
         | > 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 wrote:
         | 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.
        
       | arvindh-manian wrote:
       | related (and quite cool) -- minecraft generated on-the-fly which
       | you can interact with:
       | https://news.ycombinator.com/item?id=42014650
        
       | lerp-io wrote:
       | going outside breaks the ai lol
        
       | deadbabe wrote:
       | 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.
        
       | abe94 wrote:
       | very cool - what was the hardest part of building this?
        
         | olivercameron wrote:
         | 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.
        
       | jowday wrote:
       | 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/
        
       | amelius wrote:
       | Would be more interesting with people in it.
        
         | olivercameron wrote:
         | I agree! Check out outputs from our next-gen world model
         | here(https://odyssey.world/introducing-interactive-video),
         | featuring richer pixels and dynamics.
        
       | chenxi9649 wrote:
       | 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?
        
       | andrewstuart wrote:
       | Love the atmosphere.
        
       | fortran77 wrote:
       | 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.
        
       | lolinder wrote:
       | 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
        
       | jedberg wrote:
       | 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?
        
       | exe34 wrote:
       | This reminds me of the scapes in Diaspora (by Greg Egan).
        
       | squiffy wrote:
       | Can you say where the underground cellar with the red painting
       | is? It's compelling.
        
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