跳到主内容
@wquguru
精选88Latent Space(RSS)模型发布/更新

Runway发布GWM Worlds 2,引入WorldPrompt实现实时交

Runway’s WorldPrompt and the Engineering of Real-Time Worlds

原文
发到 X
推荐理由

世界模型是AI前沿热点,Runway此次发布的实时交互能力及WorldPrompt控制层提供了具体的工程实现路径,值得关注其落地进展。

Earlier this month, world model company Runway introduced GWM Worlds 2, a research preview that “turns high-fidelity video and audio generation into real-time interactive simulation.” Runway calls this an “autoregressive diffusion” model; with autoregressive describing how it generates over time.

本月早些时候,世界模型公司 Runway 推出了 GWM Worlds 2,这是一个研究预览版,旨在“将高保真的视频和音频生成转变为实时交互模拟”。Runway 称其为一种“自回归扩散”(autoregressive diffusion)模型;其中“自回归”描述了其随时间生成的方式。

One new feature in particular caught our eye: WorldPrompt, a proposed input format for specifying a generated world and the actions within it. It allows you to fix some aspects of a simulated environment — including the first frame — and then create a series of timestamped events. The events, or actions, can even be prompted in real-time.

其中一个新功能特别引人注目:WorldPrompt,这是一种用于指定生成世界及其内部动作的提议输入格式。它允许你固定模拟环境的一些方面——包括第一帧——然后创建一系列带时间戳的事件。这些事件或动作甚至可以实时提示。

To understand the implications of WorldPrompt, we spoke to Kamil Sindi, Runway’s CTO, and Robin Kahlow, its Principal Research Scientist for generative video and multimodal AI. We also have exclusive comments from Anastasis Germanidis, co-founder & co-CEO of Runway, courtesy of a podcast swyx and Vibhu did with him.

为了理解 WorldPrompt 的影响,我们与 Runway 的首席技术官 Kamil Sindi 以及负责生成式视频和多模态 AI 的首席研究科学家 Robin Kahlow 进行了交谈。我们还获得了 Runway 联合创始人兼联席 CEO Anastasis Germanidis 的独家评论,这是 swyx 和 Vibhu 与他进行播客访谈时提供的。

Who’s building real-time interactive world models?

谁在构建实时交互式世界模型?

First, some context about world models that can generate interactive video and audio in real-time.

首先,提供一些关于能够实时生成交互式视频和音频的世界模型的背景信息。

Runway is reportedly valued at $5.3 billion, based on its most recent fund raise of $315 million in February. Its first release, GWM Worlds, was launched last December.

据报道,基于今年二月完成的 3.15 亿美元最新一轮融资,Runway 的估值为 53 亿美元。其首个版本 GWM Worlds 于去年十二月发布。

Alongside Runway, there are several other notable projects in this domain: Google DeepMind’s Genie 3 (which also generates at 720p and 24 fps), Odyssey-2 Pro, and World Labs’ RTFM (Real-Time Frame Model). We’ve summarized their differences in the following table:

除了 Runway,该领域还有几个其他值得注意的项目:Google DeepMind 的 Genie 3(也支持 720p 和 24 fps 生成)、Odyssey-2 Pro,以及 World Labs 的 RTFM(Real-Time Frame Model,实时帧模型)。我们在下表中总结了它们的差异:

Given the complexity and massive latency demands of real-time video and audio generation (which we’ll get into below), all of the projects listed above have limitations. For instance, Google notes that Genie 3 “can currently support a few minutes of continuous interaction, rather than extended hours.”

鉴于实时视频和音频生成的复杂性和巨大的延迟要求(我们将在下文深入探讨),上述所有项目都存在局限性。例如,Google 指出 Genie 3 “目前仅能支持几分钟的连续交互,而非数小时的长时间交互。”

But as our interviews with Runway show, real progress is being made.

但正如我们与 Runway 的采访所示,正在取得切实进展。

The central idea of WorldPrompt

WorldPrompt 的核心思想

WorldPrompt, a new feature in GWM Worlds 2, helps differentiate Runway from its competition. You can think of it as a control layer for characters, cameras and the environment. As Kahlow put it, it’s a way to “control all the different subjects in the world” — similar to a computer game.

WorldPrompt 是 GWM Worlds 2 中的一个新功能,有助于使 Runway 与竞争对手区分开来。你可以将其视为对角色、摄像机和环境的控制层。正如 Kahlow 所说,这是一种“控制世界中所有不同主体”的方法——类似于电脑游戏。

“Like, if there’s an NPC [Non-Player Character] somewhere, the NPC might walk up to you and say something. So you could achieve the same thing with this kind of model, where you can have very detailed control over everything in the scene.”

“比如,如果某个地方有一个 NPC [非玩家角色],NPC 可能会走到你面前说些什么。因此,你可以用这种模型实现同样的效果,从而对场景中的所有内容拥有非常细致的控制权。”

As the name suggests, WorldPrompt is a prompting mechanism — not a programming language. So, unlike virtual world games like Minecraft or Roblox, GWM Worlds 2 doesn’t offer scripting capabilities or the ability to control state. But there’s a power to that, as Sindi pointed out.

顾名思义,WorldPrompt 是一种提示机制——而非编程语言。因此,与《我的世界》或《Roblox》等虚拟世界游戏不同,GWM Worlds 2 不提供脚本功能或状态控制能力。但正如 Sindi 所指出的,这背后蕴含着一种力量。

“You can create promptable worlds on-demand with video and audio in sync, across all these different domains and environments. That’s not a distant-future hypothetical thing,” he said.

“你可以按需创建可提示的世界,视频和音频同步,跨越所有这些不同的领域和环境。这并不是一个遥远的未来假设,”他说。

But there are also limitations to prompting a world model. We asked how reliably the model would follow an instruction to create, for example, a law of gravity or a certain ability in a character?

然而,对世界模型进行提示也存在局限性。我们询问了该模型在遵循指令创建例如重力定律或角色的特定能力时的可靠性如何?

“Yeah, so it’s a research preview,” Kahlow replied. “So it’s not perfect, of course, and there are still flaws. It really depends on how difficult the action is. I would say movement works quite reliably.”

“是的,所以这是一个研究预览版,”Kahlow 回复道。“当然它并不完美,仍然存在缺陷。这在很大程度上取决于动作的难度。我认为移动功能的实现相当可靠。”

Sindi added that more training plus scaling the data and models is resulting in “better following.”

Sindi 补充说,更多的训练以及扩展数据量和模型规模正在带来“更好的遵循性”。

How a video model becomes a real-time runtime

视频模型如何成为实时运行时环境

Despite the current limitations of GWM Worlds 2 — especially if you compare it to pre-designed and scriptable worlds like Minecraft or Roblox — the true promise of world models like Runway is that they’ll eventually lead to fully self-generated, real-time games and experiences. Which is an extremely hard engineering problem, as Kahlow reminded us.

尽管 GWM Worlds 2 目前存在局限性——尤其是如果你将其与像《我的世界》或《Roblox》这样预先设计且可脚本化的世界进行比较——但像 Runway 这样的世界模型的真正潜力在于,它们最终将导致完全自主生成的、实时的游戏和体验。正如 Kahlow 提醒我们的那样,这是一个极其困难的工程问题。

“There are two challenges. One is making the model not generate a whole clip at once. So instead, you want it to generate frame by frame while you’re looking at it. And the other challenge is actually making the generation fast, so you can play it in real time.”

“有两个挑战。一是让模型不要一次性生成整个片段。相反,你希望它在你的注视下一帧一帧地生成。另一个挑战实际上是使生成速度足够快,以便你可以实时播放它。”

High-level view of GWM Worlds 2 process

GWM Worlds 2 流程的高层视图

GWM Worlds 2 offers real-time interactive worlds streamed in continuous 720p video at 24 frames per second (fps) and audio at 48,000 Hz.

GWM Worlds 2 提供实时交互式世界,以每秒 24 帧(fps)的连续 720p 视频和 48,000 Hz 的音频流式传输。

Runway achieved this firstly by taking its foundational audio-video generation model and fine-tuning it to the new WorldPrompt format, so the model can follow that. It then post-trains the model to generate autoregressively.

Runway 首先通过其基础音视频生成模型,并将其微调为新的 WorldPrompt 格式,从而使模型能够遵循该格式。然后,它对模型进行后训练,以实现自回归生成。

“And after that, we work on making it real-time through distillation methods,” Kahlow added.

“在此之后,我们通过蒸馏方法使其实现实时化,”Kahlow 补充道。

Co-CEO Anastasis Germanidis offered more technical details in our podcast with him. He told us that the process starts from “bidirectional diffusion that basically generates an entire video at once and [makes] it autoregressive.” This allows the model to “generate one frame or a few frames at a time.”

联合首席执行官 Anastasis Germanidis 在与我们的播客访谈中提供了更多技术细节。他告诉我们,该过程始于“双向扩散,基本上一次性生成整个视频并[使其]具备自回归特性。”这使得模型能够“一次生成一帧或几帧”。

Autoregressive causal diffusion vs traditional video models; image via Runway

自回归因果扩散与传统视频模型对比;图片来源:Runway

Germanidis described two possible forms of distillation in order to make it real-time: distilling a larger model into a smaller one or reducing its diffusion steps. As a general example, he said a model might go from around 50 denoising steps to four, with some quality loss but potentially comparable results.

Germanidis 描述了两种可能实现实时蒸馏的形式:将大模型蒸馏为小模型,或减少其扩散步骤。作为一个一般性示例,他表示,模型的降噪步骤可能会从大约 50 步减少到 4 步,虽然会有一定程度的质量损失,但结果可能相当。

The challenges of real-time generation

实时生成的挑战

Germanidis admitted that there were issues with how it generates real-time interactive video.

Germanidis 承认,在生成实时交互式视频方面存在一些问题。

“The biggest challenge with autoregressive models is error accumulation,” he said. “You’re feeding generated frames back into the model to generate the next frames, and if there are any small errors, they accumulate over time.”

"自回归模型最大的挑战是误差累积,"他说。"你将生成的帧反馈给模型以生成下一帧,如果存在任何微小误差,它们会随着时间累积。"

Errors compound; image via Runway

误差会叠加;图片来源:Runway

Sindi told us there are also challenges dealing with “infinite generations” of content.

Sindi 告诉我们,处理内容的"无限生成"也面临挑战。

“There’s all these challenges around what context to keep, what to discard that’s not important. And so there’s all these optimizations we have to think about, so we’re not blowing up our GPU memory.”

"围绕保留哪些上下文、丢弃哪些不重要的内容,存在诸多挑战。因此,我们必须考虑各种优化方案,以免耗尽 GPU 内存。"

Another current limitation is long-term memory. “The model does not have perfect memory,” Kahlow said. “That’s still an open research problem.”

另一个当前的限制是长期记忆能力。"该模型并不具备完美的记忆,"Kahlow 说。"这仍然是一个未解决的研究问题。"

Causality and correctness

因果性与正确性

While performance is the primary challenge for Runway at this time, its world model also has to produce plausible consequences when a user takes different actions.

虽然性能目前是 Runway 面临的主要挑战,但其世界模型还必须在用户采取不同行动时产生合理的后果。

Germanidis used the example of simulating football; he pointed out that online video training data contains more successful goals than failed goal attempts, so a video model might render the first more convincingly.

Germanidis 以模拟足球为例;他指出,在线视频训练数据中包含的成功进球多于失败的射门尝试,因此视频模型可能会更令人信服地呈现前者。

“If I take this action versus this action, you want it to generate equally realistic outcomes,” he told us. “That’s, I think, the big gap between video models and world models: that idea of counterfactual generation.”

"如果我采取这个动作与那个动作,你希望它生成同样逼真的结果,"他告诉我们。"我认为,这是视频模型与世界模型之间的巨大差距:即反事实生成的概念。"

Image via Runway

图片来源:Runway

Sindi told us that evaluation gets harder the more complex interactions get.

Sindi 告诉我们,交互越复杂,评估就越困难。

“If you have this multi-prompt, multi-character, multi-scene [environment], how do you really understand what was causal and what was not?”

"如果你拥有这种多提示、多角色、多场景的环境,你如何真正理解什么是因果关系,什么不是?"

To try and solve that, Runway has some automated verifiable tests. But since GWM Worlds 2 is a research preview, Kahlow noted that doing tests yourself is also advisable — “trying out your model to see what doesn’t work is really important.”

为了尝试解决这个问题,Runway 提供了一些自动可验证的测试。但由于 GWM Worlds 2 仍处于研究预览阶段,Kahlow 指出自行进行测试也是可取的——"尝试你的模型以查看哪些方法行不通非常重要。"

More than gaming — there are agent use cases too

不止于游戏——还有智能体用例

Gaming is the obvious use case for what Runway is building, but there are others. Kahlow mentioned robotics — for example using a simulated environment to test how a robot works.

游戏显然是 Runway 正在构建技术的主要用例,但还有其他应用。Kahlow 提到了机器人领域——例如使用模拟环境来测试机器人的工作原理。

Another, more intriguing, use case is to use it to test agents at scale.

另一个更引人入胜的用例是将其用于大规模测试智能体。

“Having thousands of simulated environments is much less challenging if you have a suitable model like GWM Worlds,” Kahlow said.

Kahlow 表示:“如果你拥有像 GWM Worlds 这样合适的模型,那么构建数千个模拟环境的挑战就会小得多。”

But how does an agent know what’s changed in the world — is there a structured state that it can read, or is it just the generated video and audio that it’s consuming and understanding?

但智能体如何知道世界中发生了哪些变化——是否存在一个它可以读取的结构化状态,还是它仅通过消费和理解生成的视频与音频来感知?

更进一步:量化金融体系

看懂新闻只是起点——沿量化金融路径,把它变成能交付的工程能力

进入量化体系 →

相似阅读

关联信息,但可能不是同一事件