This episode features Chris Manning and Fan-yun Sun from Moon Lake, discussing their approach to building causal world models that are multimodal, interactive, and efficient. They advocate for leveraging symbolic representations and abstraction, contrasting their method with pixel-level video generation models like Sora and addressing philosophical differences with Yann LeCun's JEPA. The conversation also covers the challenges of evaluating world models and Moon Lake's vision for creating programmable environments for gaming and embodied AI training.
I think this whole space is extremely difficult as things are emerging now. And, I mean, it's not only for world models. I think it's for everything, including text based models.
Right? Because, you know, in the early days, it seemed very easy to have good benchmarks because we could do things like question answering benchmarks. But, you know, these days, so much of what people are wanting to do is nothing like that.
Right? You're wanting to get some recommendations about which backpack would be best for you for your trip in Europe next month. It's not so easy to come up with a benchmark, and it's the same problem with these world models.
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Okay. We're back in the studio with Moon Lake's, two leads. I I guess there's there's other founders as well, but, Sun and Chris Manning, welcome to the studio.
Thanks a lot, Chris. Thanks for having us. You've got you guys have, you know, come burst onto the scene with a really refreshing new take home of models.
I would just want to, sort of, I guess, ask how you the two of you came together. Chris, you're a legend in NLP and just AI in in in general. You're you're his grad student, I guess.
Actually, my cofounder. Oh, yeah. I should give a lot of credit to my cofounder, Sharon.
Yeah.
Peve Lin Jajan, and then she ended up working with Ron and Chris Manning here. And then so I got connected through to Chris initially, actually, through my cofounder. What is Moon Lake?
going into world models?
with, actually, NVIDIA research during my PhD years on essentially generating interactive worlds to train reinforcement learning agents or embodied AI agents. And then there's two observations, one in academia and one in industry. An industry, like folks at NVIDIA are actually paying a lot of dollars to purchase these types of interactive worlds, whether it's for the sake of evaluation or training the robots or policies or models.
And then in academia, same thing is happening. And more specifically, when I was actually working with NVIDIA on the synthetic data foundation model training project, we were actually generating a lot of synthetic data and showing that, hey, you can actually these synthetic data are actually as useful as real world data when it comes to multimodal pre training. But then, like I said, there's a lot of dollars being paid out to, like, external vendors or or, like, other folks to manually curate these types of data.
It was very clear to us that, okay, on our way to let's call it embodied general intelligence, models need to learn the consequences behind their actions, which means that they need interactive data. And the demand for those types of data are growing exponentially, but everybody's sort of thinking about it from a pure, say, video generation perspective or something else. But we feel like the the true, actually, opportunity is actually building reasoning models that can do these things, like how humans do these things today.
So that's a little bit on the genesis of Moon Lake. And I think the reason I got into world models was partly a philosophical take of the on the world where I, like, you know, blame the simulation theory and stuff like that. But on the other on the other hand, it's really just like, oh, like, there's an opportunity there that I feel like nobody's doing it that way I think should be done.
I can say a little bit about that. Yeah. So the overall goal is the pursuit of artificial intelligence.
And, you know, most of my career has been doing that in the language space, and that's been just extremely productive as we all know the story of the last few years. I don't have to tell about how much we've achieved with large language models. But although they're being extremely effective for ramping language and general intelligence.
It's clearly not the whole world. There's this multimodal world of vision, sound, taste that you'd like to be dealing with more than just language. And then the question is how to do it.
And despite, you know, a huge investment in the computer vision space, right, as a research field, computer vision has been for decades far, far larger than the language space actually. I mean, I think it's fair to say that, you know, vision understanding sort of stalled out, right? You got to object recognition, and then progress just wasn't being made, right?
If you look at any of these vision language models, it's the language that's doing 90% of the work and the vision barely works. And so there's really an interesting research question as to why that is. And at heart, the ideas behind Moon Lake are an attempt to answer that, believing that there can be a really rich connection between a more symbolic layer of abstracted understanding of visual domains, which aren't in the mainstream vision models, which are still trying to operate on the surface level of pixels.
Mhmm. I think one of your blog posts, you put it as structure, not scale.
thesis? Yeah. Well, scale is good too.
Yeah. Scale is good too. Lots of data is good as well.
And scale. But, nevertheless, you want the structure, yeah, to be able to much more efficiently learn.
Yeah. The other thing I really liked also is you put out an example of what your kind of reasoning traces look like, right, which you would the still is is the word that comes to mind. I don't even think that's a good good description, but it would involve, for example, geometry, physics, affordances, symbolic logic, perceptual mappings, and what what have you.
But, like, that that is the kind of example that involves, let's call it, spatial reasoning, world model reasoning as as compared to normal LM reasoning.
Yeah. But also, like, taking it a step back, so how do you guys define world models? You know, a lot of people see, like, okay, you can do diffusion, you can do video generation, but you guys put out quite a few blog posts.
You put out a essay recently. You can even pull it up about efficient world models. You have a pretty, like, structural definition here, but for the general audience that don't super follow the space, right, what's what's the difference in what we see from, like, a video generation model to a world gen, a simulator?
How do you kind of paint that landscape?
look at these amazing generative AI video models, Sora v o three, one of these things, and they think genies. They think, oh, this is amazing. This is sort of, you know, we've solved understanding the world because you can produce these generative AI videos.
But the reality is that although the visuals do look fantastic, those visuals actually aren't accompanied by an understanding of the three d world, understanding how objects can move, what the consequences of different actions are, and that's what's really needed for spatial intelligence. So, I mean, a term we sometimes use is that you need action condition world models, that you only actually have a world model if you can predict, given some action is taken, what is going to change in the world because of it. And in particular, that becomes hard over longer time scales.
So if you're simply, you know, trying to predict the next video frame, that's not so difficult. But what you actually want to do is understand the consequences, likely consequences of actions minutes into the future. And to do that, you actually need much more of an abstracted semantic model of the world.
Yeah. The question comes where you want to have more structure than is available in just predicting the next token. And, typically well, let's let's call it the experience of the last five years has been that that is just washed away by scale.
Right?
can be more efficient than what we're doing today? You know, one possibility is, look, if we just collect masses and masses and masses and masses of video data, this problem will be solved. Under certain assumptions, that could be true.
But there are sort of multiple avenues in which it could not be true. The first is what's really essential is understanding the consequences of actions, producing an action conditioned world model. And if you're simply, collecting observational video data, which is the easy stuff to collect when you're sort of mining online videos, you don't actually know the actions that are being taken to see how the video is changing.
And so if you're never collecting directly actions and you're having to try and infer them from what happened in the observed video, that's not impossible, but it's very hard and it's not really established that you can get that to work at any scale yet. And so there's a lot of premium on collecting action condition video data, which is part of why there's been a lot of interest in using simulation so that you can be collecting data where you do know the actions, which is in quite limited supply. But there's also in the limit of as much data as you could possibly have, You know, maybe the problem is eventually solvable, but even though we collect huge amounts of text data, text data is always at a great level of abstraction.
Right? Language is a human designed abstracted representation where there's meaning in each token and it's representing an abstraction of the world. Right?
As soon as you're describing someone as a professor and as soon as you're saying that they're condescending, right, you know, these are very abstracted descriptions of the world is not at sort of what you're observing as pixel level. And so to get to that kind of degree of abstraction starting from pixels is orders and magnitude of extra data and processing. And so although, you know, we absolutely want to exploit, get as much data as possible, use the bitter lesson, Nevertheless, if there are ways in which you can work with five orders of magnitude, less data than people working purely from pixels, you're gonna be able to make a lot more progress a lot more quickly, and that's the bet here.
And so you could just say that's only wanting to be able to, you know, do it more efficiently, do it more quickly, do it more cheaply, but I think it's actually more than that. I think one should be making the analogy to how human beings work. At one level, you know, yes, we have these high resolution eyes and we can look and see a scene like a video, But all of the evidence from neuroscience and psychology is that most of what comes into people's eyes is never processed.
Right? That you're doing fairly fine Full weighted. Of exactly what you're focusing on.
But, you know, as soon as it's away from that of, yeah, there's another guy over there, that you've sort of only processing top down this very abstracted semantic description of the world around you. And so, you know, that's what human beings are doing. They're working with semantic abstractions.
And so I think it is just the right representation, because we also have other goals. We want to be able to do, you know, real time worlds, that means there's a limit to how much processing you can do, and we want to do long term planning and consistency, and again, that favors abstraction. I mean, I guess there was actually a recent blog post that came out from our friends at Physical Intelligence and, you know, they were sort of heading in the same direction.
They're saying, oh, to maintain a long term memory of what's happening in the world so we can do longer term. We're actually storing text of what is, you know, been happening in the world. Right?
It's not such a successful strategy of trying to keep it all at a pixel level.
And, yeah, I mean, you can see it in video models. Like, that temporal consistency, we're at a scale of train on, you know, all the video data we have. We have it for maybe thirty seconds, a few minutes.
That's not the same as a game state played for half an hour. Right? I thought you guys break it down pretty well.
You have a you have a blog post about building multimodal worlds with an agent. I don't if you guys wanna talk about this. This is one of the things I read.
I thought Yeah. So this is the thing I talked about with the reasoning chain. Yeah.
So there's, like, different phases to this. It seems like it's more of an agent, a scaffold. Very different approach than just, you know, type in a prompt, and you you don't have the same consistency.
It also, like for people that are listening, you know, I I would highly recommend reading it. It breaks down the problem in a different light. Right?
So, like, what do you need to consider when you're talking about video like, world game models. Right? How would what do you need to consider?
What are the factors? What are the elements? What's the state?
So I don't know if you guys have stuff to talk about for this one.
Yeah. Actually, I wanted to add on a little bit Yeah. On our previous point, which is just like Chase, stop it super quick.
I I do feel like sometimes people confuse, like, oh, like, we're taking an up a method with with abstraction. That means they don't believe in bitter lesson. Like like, that's just false.
Right? Like, we are believed as a bitter lesson, but then I feel like the question that we always discuss is, like, what is the right abstraction level today? The analogy I like to make is, like, let's just say we can encode and decode represent all of images, videos, audio in bytes.
Then the most bitter lesson approach is to train a next byte prediction model as opposed to the next token prediction model, where it's like, it's natively multi modal because you just but it's like, well, yeah, like, to to Chris' point, it's like the scale and computing need to achieve that. So that's why we always come back to, like, okay, what is the most efficient way to do it? And and reasoning models, to to the point of this blog post, is a showcase of, like, hey, we're actually just, like, reasoning about the world and reasoning about the aspects of the world that that matter for me to learn what I want to learn from this role model.
Yeah.
of whatever you're trying to model, and, like, a better representation would just represent the important things in less space Yeah. Which would just be more efficient. Yeah.
So, yeah, I I I fully agree that it is not antagonistic to a bit of lesson. I do wanna wanna mention one more thing. Is there any philosophical differences with the Jappa stuff that Yan Lakun is working on?
I gotta go there. Are you you're you're you're imagining, like, some latent abstraction. I'm like, okay.
Fine. Let's let's talk about it. Right?
Like, it's an elephant in the room. Yeah, there are philosophical differences.
Jan Lecune is a dear friend of mine, but he has never appreciated the power of language in particular or symbolic representations in general. Jan is a very visual thinker. He always wants to claim that he thinks visually and there are no words, symbols, math in his head.
Maybe that's true of Jan. It's certainly not the way I think. But at any rate, you know, the world according to Jan is the basic stuff of the the world and of intelligence is visual, and language is just this low bit rate communication mechanism between humans, and it doesn't have much other utility, and it's far inferior to the high bit rate video, that comes into your eyes.
And I think he's fundamentally missing a number of important things there. Right? Think of this evolutionary argument looking at animals, right?
That the closest analogy is the things with chimps, right? So chimpanzees, you know, have fairly similar brains to human beings. They have great vision systems, they have great memory systems, they've got better memory than we do of short term memories, they can plan, they can build primitive tools that, you know, humans massively ahead in what we understand about the world, what we can plan, what we can build.
And essentially what took off for us was that humans managed to develop language, and that gave a symbolic knowledge representation and reasoning level, which just gave this sort of vaulting of what could be done with the intelligence in brains. So the philosopher Dan Dennett refers to language as a cognitive tool and argues that, you know, humans unique among the creatures in the world have managed to build their own cognitive tools. And language is the famous first example, but other things like mathematics and programming languages are also cognitive tools.
They give you an ability to think in abstractions, in extended causal reasoning chains, and that allows you to do much more. And we use that for spatial representation and intelligence and planning and gameplay as well. So we believe, and this is, you know, underlying the specific technologies that Moon Lake is making, that symbolic representations are powerful and you want to use it in your understanding of the visual world, when you want a causal understanding, when you want to maintain long term consistency and prediction.
And, you know, as I understand it, that's just not in Jan Lecun's worldview. So I think that's the fundamental philosophical difference. Then there's the specific model he's been advancing, Jepar.
I mean, that's a reasonable research bed as a direction as to head for building out a model of the visual world. To my mind, it's sort of one reasonable research bed. It's not really established as the best one that everyone should be following.
At least developed at scale and meta. But it's not just vision. Right?
Like, mean, JEPA is a you know, just joining a bidding prediction can be applied to anything, really, and and people have done it. If the argument is that there is a latent representation or that is that is probably more suited to the task, then why not let machines do it for us instead of predefining it at all? And isn't something like a JEPPA shaped thing the right answer?
And if not, why not?
which is you do want to have a joint embedding that gives you a consistent model of the world. And Jan's argument is you can never get that from autoregressive language models because they're sort of left to right churning out one token at a time. I guess this is where we're, you know, the research arguments of the field.
You know, I'm not actually convinced that's right because although the token production is this autoregressive, process that's heading, you know, left to right. I guess it doesn't have to be left to right, anyway, in sequence of tokens. We could have right to left Arabic.
That, you know, although that's true, all of the weights of the model that are internal to transformer, they are a joint model of the model's understanding of the world. And so I think you can think of the weights of the model as a form of joint representation, and therefore, it is plausible to think that that could be the basis of a world model which avoids Jan's objections.
I think I follow, and, obviously, that will touch on what Moon Lake eventually ends up doing as well, right, like, which it's hard to tell because you put out the end results, but we don't know the inputs that go into it. So it's it's, you know, that that's that's something that we have to figure out over time. Yeah.
I mean, I guess this kinda breaks down some of the outputs. Do you wanna walk us through it?
Yeah. So this this really just walks us through the reasoning traces of, like, okay. So let's just say if we wanna build a world in this context, it's really just a game demo that that shows the variety of interactions that this world model can build.
And, yeah, it's really just a reasoning traces of, like, okay, you're prompted to create a bowling game. Like, how did it achieve what you saw, that level of causality, interaction, and consistency? Right?
yeah, this is almost just like a an example of, like, a reasoning traces. Very detailed. Very, very detailed.
But you gotta like, you don't even realize it. Right? Like, when a video is generated, what happens when a ball strikes a pin.
Right? So first, like, there's audio in that. Like, audio triggers happen, score increments, the world changes, like, pins have to start dropping.
There's a timer that goes on. You know, it's just, like, very similar to how now we're used to reasoning for language models. There's a whole state of what happens.
So geometry, physics, all this stuff. And then Yeah. There's kind of that single prompt.
So asset, visitation, all this stuff. It's it's like a it's a nice view to see what's going on.
demos as well as World Labs' Marble do not have interactive worlds.
That's the benefit of having a reasoning model. Right? Like, because you can you can say, oh, like, maybe in this particular context, I want to learn how to bowl.
And then you can say, okay, then what is it important when it comes to learning how to bowl? Okay. Maybe it's like, I need to understand the the basic of, like, physics, and I wanna throw it over them.
I wanna know that when I when it resets, it's it's a new game. So I know that yeah. Basically, you know you know you know to pick up the ball.
You know the ball's gonna cause the pins to fall down. You know that what's important to this particular bowling game is to score, and you know that the score corresponds to the number of pins that fell down. So it's just like, if it's a model that sort of knows what it looks like, knows what a bowling game looks like, but doesn't actually allows you to practice over and over again and to understand that, oh, like, what it takes to actually get a high score, then it sort of doesn't actually allow you to learn what you set out to learn within the world model.
Right?
when people talk about clinical world models. Right. So it sort of seems like the question to ask when there's a world model is, can I not only just wander around the world and look at the beautiful graphics, can I interact with the objects in the world and see the right consequences of actions?
And you also understand what the consequences would be if you do something. Right? So it's not just like, okay.
There's one thing. If I pick it up, something will happen. But, you know, there's there's 50 options, and I know I can expect, I can infer what would happen if I do any of them.
Right? So very different when you can actually see it play around with it. There there's two cheeky elements of that.
let let's really establish for listeners. Why is this fundamentally different than writing Unity code? Right?
Like, just creating a model to translate a prompt into Unity code.
So there is an underlying physics engine. Yeah. In that sense, there's some overlapping things to Unity.
But the way we think about it is, like, physics engine or tools or code are cognitive tools, like, borrowing Chris' term. Right? Like, tools that the model can employ as means to an end.
So today, maybe you say, okay, in this particular context, we care about physics. We care about the long term causality consequences. Then, yes, we deploy employ physics engine.
And then maybe tomorrow, we say, okay, we're we're training, let's just say, drones, where we only care about really fluid dynamics and the visual aspect of the world, then then, yeah, maybe we don't actually The model actually doesn't have to use a physics engine, or maybe it employs other types of representation or physics engine to achieve the task.
approach or process Yep. Internally. Yep.
Using these things is just, like, general two calls, right, which I think is very interesting. The other more ambitious one is some kind of recursive element where it becomes multiplayer. Right?
Like, here, there's a single player element.
thing. But in fact, we can already do multiplayers. Oh, yeah?
Okay. I haven't seen any demo sessions. Actually just, like, prompt our our models to say, hey.
Great. Versus the CA database for you. Easy.
Yeah. So what what are, like, some of the current limitations in where we're at? So there's one approach of, like, okay, scale up video predictors.
Obviously, there's data issues. You know, with approaches like this, is it data constraints? What are, like, the next steps?
Is it real time? Like so there's one side of, you know, write an agent to write Unity code, but, okay, I wanna be streaming a game real time. I wanna have characters being also, like, agentic.
But where where do we kinda see this scaling up? Right? Yeah.
a data constraint, like, the more data, the the better this reasoning model can almost basically act as humans to, like, operate a variety of tools and softwares to build whatever is necessary. And then there's a sort of fidelity constraint, which we're actually solving with another model, Reverie, which we can talk about later. But it's like, well, it's not as easy to get to photorealism with the approach that we're taking.
But we think there are better solutions to that, which is we can dive into later later. The one one thing you note here is it's a diffusion model. Right?
So there's there's a few approaches, diffusion, caution, splatting.
Yeah. So Reverie diffusion model, you guys wanna introduce?
Yeah. Totally. So within our world modeling framework, we think there are two models that we train.
Right? Like, there's the multimodal reasoning model that we just talked about that essentially handles mainly the the causality, the persistency, and logic determinism determinism of the world. And then Reverie is our bet on saying, okay.
Like, while all those model can take care of all these things that we just talked about, its limitations compared to existing, say, video models is that it doesn't have as high of a pixel fidelity right off the gate. Right? And reverie is to say, hey, we can actually take whatever persistent representation that we generate with our multimodal reasoning model and learn to restyle it into photorealistic styles or arbitrary styles you want.
So this model is almost to say, hey, I'm going to respect the persistency and interactivity of the world that you created, but my only job is to make sure that its pixel distribution is close to what we want.
Yeah. Oh, yeah. Good example right there.
You kept the KO divergence. Oh, where? No.
No. I mean, this this is a classic, like, how you don't stray too far from the source material as you you kept the k l, which is kinda cool. Yeah.
Mean, and the difference is and I mean, Sun was pointing at this where it's sort of saying it's in one way a more difficult path, but a better path. That, you know, typically the diffusion models are producing the whole scene and it looks lovely, but there isn't spatial understanding behind it, which is allowing for the real time graphics gameplay, the spatial intelligence understanding the consequences of worlds, where this is taking a path, where it is assuming an abstracted semantic model of the world, the world state, and then the diffusion model is then being used on top of that to produce the high quality graphics.
Is there an intended practical or business use for this, or is it like a like a demonstration of capabilities?
We actually believe that this is gonna be the next paradigm of rendering. So it's gonna replace how raster rasterizers. It's gonna replace DLSS today because it not only has these pixel prior that's learned from the world such that you can literally play any game in photorealistic styles, which is a lot of people's desire when they do GTA.
Right? Like And all the mods, all the people adding perfect lighting and all this. So skins for worlds, let's call it.
Skins. Let's call it skins for worlds. You can call it skin.
You can call it customization. You can play it how you want. Right?
Yeah. Exactly. And I think another thing that we really pointed out specifically in this blog is the programmability of it.
Right? So what this means is that this renderer well, historically, renderer is always a derivative of the game state. Right?
You're saying, here's the game state I'm rendering out of frame. But here, I'm saying, actually, this renderer can be part of the gameplay loop. I can say something about the lines of if upon getting 10 apples, I'm gonna my weapon of choice, my bullet's gonna turn to apples.
And that's that's possible because we can say we can basically dynamically have certain game state trigger the the preconditions to the renderer such that the rendering is now part of the game loop too. One thing is to just say, okay, it's it's it's the appearance. But the second thing is also to say, there's these novel interactions that are possible because this renderer now has actually priors of the world.
And it's up to the artist to figure out what to do with it. It is up to the creators. Yes.
Yeah. And I also think that's actually another big argument that we're making and the reason that we're picking back taking the bet we're baking is that a lot of the times, whether it's for Embody AI or gaming, like, you want a layer where human can inject their intentions. Right?
So, for example, let's just say, in the context of gaming, it's obviously, like, my creative intent. But maybe in the context of embodied AI, it's like, oh, like, I take this foundational policy, and I want to actually fine tune it to deploy in my house. So you want to almost say, inject have a layer where human can say, oh, here's the distribution of things I want to create to achieve my goal.
And I think three d graphics as it as it is today is basically the layer for people to say, hey, what do I care about in this world?
as opposed to just saying, hey, I'm gonna generate, like, arbitrary. And it's, like, just prompts, you know. It's one of those things where, like, I I think you you're gonna build up a series of models.
Right? This is just one of this is probably, like, the highest utility or heaviest frequency one. I don't know what to call this, where, like, you yeah.
You can immediately drop this in on any game, and you don't need anything else that that you guys do. But I I could see I could see that. I think the the human intent is something that people are not even used to because we're so used to static worlds or, you know, worlds that just don't react or I don't know.
It's it you're kinda blowing my mind right now with, like, well, I'm I wonder if you've talked to people at GDC, and what are they what are they gonna do with it? Yeah.
Now the stance that we take on this front is, like, we're not gonna be more creative than our users. Ship it out. Yeah.
But we wanna make sure that we're building things in a way that really allows them to express their intent.
The thing that you said about here's the distribution that I want, I think text may be the too low of a bandwidth to to really demonstrate because I I you know, the I'm I'm probably just gonna want to drop in a bunch of reference assets,
and then you can figure it out from there. You probably wanna do a a mixture of both. Right?
Like, you throw in a few images. I wanted this style. I wanted to look like this.
So it's it's it's a mixture. Right? I I think it's a mixture.
I mean, yeah.
you know, everything can be text because of course you want to give a visual look, but there's also a massive amount of giving the overall picture of the look of the world and the behavior of things that you can express in a few words of text and then be very time consuming and difficult to do via visual means. So I think, yeah, you want a combination of both.
world models? So, like, there's many axes. Right?
One is like, okay, I have preferences. How well do we adhere to prompts? One is the simulation.
One is, like, do things is there core logic that's broken? So coming from we know how to evaluate diffusion, there's fidelity, there's stuff like that. But what are some of the challenges that most people probably aren't thinking about?
Yeah. I think this is, like, a great question and probably one of the hardest questions in world models, because, like, I think it always comes back to what are you building this world model for? And depending on your end goal and purpose, the evaluation should differ.
So in the context of games, then the most direct way of measuring is how much time are people actually spending in this worlds that you create. And if your goal is to say, example, in the context that we just talked about, like, hey, deploying deploying action in body agent, then your your end metric is then, okay, after training in these worlds that you generate, how robust it is to when you actually deploy to the target environment. But then, you know, it's it's hard to measure these end metrics.
So today, people have, like, these proxy metrics that I call that basically try to measure what we really care about, which is the end metrics. But then, frankly, it's different for every use case.
Yeah. Which seems like quite a challenge. Right?
Like, in in language models or video models, image models, your benchmarks are proxies. Right? People aren't actually asking instruction following tool use questions.
They're proxies of how well it will do downstream. But for this, so, like, you know, should should teams, should companies have their own individual benchmarks outside of games? If you think of stuff like, okay, video production, movies, stuff like that that also wanna use world models.
Should should they sort of internalize, like, their own proxy? Is this something you guys do? Where where does that kinda Yeah.
is extremely difficult as things are emerging now. And it's not only for world models, I think it's for everything, including text based models, right? Because, you know, in the early days, it seemed very easy to have good benchmarks because we could do things like question answering benchmarks and could you answer the question based on these documents and the various other kinds of, you know, do pieces of logical reasoning or math.
But again, these are sort of, and there are sort of visual equivalents of things like object recognition, right, for these small component tasks. But, you know, these days, so much of what people are wanting to do also with language models is nothing like that, right? You're wanting to have an interaction with the language model and get some recommendations about which backpack would be best for you for your trip in Europe next month, and it's not the same kind of thing, right?
And it's not so easy to come up with a benchmark as to does this large language model give you an effective interaction for guiding you in a good way for shopping, right? So, and it's the same problem with these world models. So if we take the game design case, well, success is that a game designer can produce what they are imagining in a reasonable amount of time.
And that's really the kind of macro task, but, you know, that's a very hard thing to turn into a benchmark. And I think a lot of this is actually going to turn into people walking with their feet, right? I mean, I guess that's what's happening, you know, at the large language model level, right?
When people are choosing to use, you know, GPT-five or Gemini or Claude, individuals are trying out these different models and deciding, Oh, I like the kind of answers that GPT5 gives me, or No, I feel like I get more accurate detail from Claude, Right?
A lot of vibe checking. Lot of people just using it. Realize that.
But it's actually whether people feel it's giving them utility in what they want. Right? And the the interesting thing there is, like, a lot of people prefer the visual.
Right? This looks pretty, which is not the objective of what this is for. Right?
It's if a game designer is working on something, they care about the game engine, the state. It's it can look whatever. You can fix that up later, or you can have a really good game state, and you can quickly edit it to twenty twenty different versions like keep state.
Right.
for and for speaking to Moon Lake Strength. Right? So, yeah.
I mean, you know, great visuals, lovely to look at for a few seconds, but games are really all about the concept, the gameplay, and a lot of the time that doesn't actually even require great visuals. I mean, there are just lots of very successful games which have relatively primitive visuals, and there are other games where people have spent millions producing photorealistic visuals and the game sucks. Right?
So keeping those two axes apart is really important in thinking about what's important in a world model for different uses.
This conversation is reminding me of some game review and fiction discussions I've had in my sort of non AI related life. Some for some people might know Brandon Sanderson, who's a very famous fiction author, had is is a big, big game reviewer, and he he's a big fan of video games where you change one thing about a normal what you what you might assume about about the world. For example, Bala is You, I don't know if you might have come across that, where, like, the rules change as you play the game.
And also, like, where, you know, you can do things like reverse time selectively or, like, change gravity selectively. I I think this is also remind reminds me of other kinds of world models that are created by authors where Ted Chiang is is my typical example where he will take the world that you know today, but change one thing about it and but then create a consistent world based on that, which is a long winded answer of me to of for me to say is, is it easy to create alternative worlds that don't exist, but you change one thing? And then let's let's run a whole bunch of people through it to see if it works.
a lot easier and more conceivable to do using techno technology like Moon Lakes than with some of the other world models out there. Where the sun can actually make it happen, I'll let him give the second answer.
Ethan, I guess, for you, you're constrained by the game engine tool. Right? Like, at the end of the day, that's the that's the thought partner that you have.
If I ask for something where like, if it never is allowed to reverse time or if gravity only ever works one way, then, well, that's it. But sometimes gravity might change.
But it's a lot easier to change with code as opposed to a model that is learned primarily on data of real world and virtual worlds that are I guess, like, example, Genie, where, like, there's actually training a lot of real world data and a lot of virtual gaming data. And it's hard to say well, maybe it's easy to say, okay, wanna change the visuals in, like, the time period of of the world.
gravity, for example. I feel like you can to light bounds. Right?
Everything comes down to, like, code is a better way to execute it, but the models aren't that diverse and creative. Right? You can say, okay, make gravity slower.
It can do that, but it's limited to your representation of how you text it out. Right? Like, they're only gonna do a few iterations, whereas programmatically, you know, if there's a game engine under the hood, can you can kinda go wild.
Right? So one of the, I don't know, one of the limitations of most models is that they're very overtrained to one style. Right?
And extracting diversity is pretty difficult, at least. That's something we've seen.
I mean, are there other examples you have in mind where existing models you know, like, it would be easier to do that's not using code?
Like, certain types of creative intent or, like, transition state transitions. Clipping other models other world models are very good at clipping through things. Clipping?
My my my leg is clipping through a rock because because it's, you know, it's just it's just bad.
Gaussian splatting versus the other stuff. Yeah. Yeah.
It's just for those not super familiar. Right? There's a there's Gaussian splatting.
There is diffusion. Like, what works, what scales up. I feel like in February when Sora one came out, the blog post was literally titled, like You bring it up here never know.
You know, world video generation models are world simulators. It's super bitter lesson pilled. Yeah.
A lot of it is emergence, right? So not to go through their blog post. Basically, their whole thing was, as you scale up all this consistency, all this stuff just kinda solves, it's a very simple premise, right?
They just scaled up diffusion, and from there, you know, this is this is February 2024. How much can we it's already been two years, which is basically five years, you know. How much more in AI time do we need to just scale up, or or do we hit a data cap?
But I think we already talked about this a lot. Right?
and that seems like your approach. Right? Yeah.
The point I'm trying to make is that there are very many, many different types of world simulators. And, like, having a world simulator that can produce pixel coherency is very, very useful for games and, you know, marketing and all these things, but it's not as useful as people think when it comes to causal reasoning, when it comes to embodied AI. And, yeah, like, it this this title is true.
Like, we're not saying that it's it's, you know, not a great world simulator, but actually, in the blog that we we we we wrote, the bet is more so that there are gonna be disproportionately large share of value of real world task and virtual tasks where high resolution pixel fidelity is not needed. And, yes, video models have their values. Yeah.
This is at the it's absolute limit of my physics understanding, but one example that comes to mind is basically having to solve, like, base the equivalent of a three body problem in a deterministic world, whereas the video models, which is approximated, good enough. Yeah. Right?
Like, there's there's some point at which your approach kind of runs into, like, the well, you now have to simulate the world, please. Thank you very much. And, like, you're you're trying to do that, but only to the extent that the game engine lets you, and, like, the game engines cannot do some things.
Yeah. No. I mean, I I think the the interesting or more technical question here actually is where do you draw the boundary between what's handled with, let's say, diffusion prior and where when what's handled with symbolic priors?
Yes. And Okay. Okay.
Because I go there. This boundary can actually be fluid. Like, I think, like, maybe what you're trying to get at is like, okay, people are saying, pixel prior everything.
But what we're saying is, okay, there's a boundary that we draw where this is where we think provides the most economical value for the domains and things that we care about today. And I actually do think and it's just something that we do internally all the time, which is like, okay, given new equations that we learn or new elements of the world and that we we learn, or maybe some other knowledge that we acquire in the process of developing the models. Should we still be maintaining this line exactly as it is today, or should we move it a little bit left or a little bit right?
Right?
Symbolic prior. Then we Your your skin thing is a is a example of moving it right. Yeah.
Or left. Yeah. I don't know what the the left right is.
Yeah. Yeah. No.
the reverie model Yes. Actually, we have a few iterations of them. They're actually at slightly different I know.
Values. You should do that. That's a cool dimension to show.
Yeah. Is quantum mechanics the diffusion prior of our world?
Right? It's like that that's the boundary of classical mechanics versus quantum. Right?
Like, that that's it. Right? At one point, god plays dice, and the other point doesn't.
I don't know I don't know if, Chris, you wanna say it, but I think I think, generally, I feel like physics is better with symbolic priors.
Even quantum physics. Even quantum physics. Yeah.
This is starting to get to MLST territory is is is what I call it, where he he likes to get philosophical. We're we're quite friendly. I mean, we need to get we need to get singularity.
I heard some of that. No. No.
I think that is actually really helpful. And, man, I just want you to productize this. Like, as a product guy, I'm just like, oh, it's like gamer.
Know? I like that. A researcher.
You know? Like, it's cool. Like, this this is a theory theoretical.
Like, you have a very good I don't know. Like, the way of thinking about these things, but I just wanna see you, like, you know, express it. I do think, like, you know, fundamentally things when you leave open new tools, like, okay.
Use use human intent to incorporate it into how you render.
and you just don't know. Right? But I think, you know, this is gives a much more approachable and controllable world for us try out beauty of NLP.
That that will
enable it to be adopted and used,
and we're very hopeful about that. Yeah. Yeah.
Yeah. I mean, we are we are very focused actually on commercialization in the sense that, like, we do we do really believe in the data flywheel app approach Yeah. Where we put this in the hands of the creators and the users, and then they will teach us when what capability our model should improve, and that's why we are we are actually, you know, like, products in beta.
Yeah. Focusing on gaming. What what's, like, the adjacent thing to gaming?
Embody adjacent, basically. So maybe we can we can I'll I'll maybe start with where we see the platform in three years, which is like, okay. The users would tell us what they want to achieve.
The end goal could be, hey. I just I wanna make something to teach my kids the value of humility. Or it could be, hey.
I wanna fine tune my drones to be really good at rescue situations. I could be vacuum robots. I wanna, like, train my manipulation or, like, vacuum robot to be very robust to my office.
Right? But it's like whatever it is The robust to my office. Like, very robustly with in my office.
But then it's like whatever end goal that you want, our world model will say, okay, given what you want to achieve, let me generate a distribution of environments such that I can train and evaluate whatever it is you you want. Yeah. Right?
Maybe for the purpose of games, it's just the end simulation and that's the end product. For certain policies, it's like, I can train it within these environments and then help you see where your policy is failing or not.
than in other Training, evaluation,
both. Right? Sure.
Same same thing. Yeah. I think it's just this role model that allows people to train any policy that can act in any multimodal environments.
Would it be harder to reward hack? Is there an angle here where it is harder to reward hack? Like, it's just I'll just put it generally.
Because I think that's a that's obviously a key problem that a lot of people face when when training agents in these environments. And I don't know. Can you solve it?
I think not necessarily.
I mean, to the extent that there's a misspecified reward that it seems like it could be hacked in a more symbolic world or in a more pixel based world.
I don't know if Sun's got any thoughts, but I don't think that's really being solved. The other thing that comes to mind is just you could just build a better Sora as a video generated model. Right?
Because then you you would move the diffusion side a bit more further to the right, I think, if I got the directionality correct.
And that's it. Like It's better on domains. Right?
Like, on consistency over an hour, for sure, it exists versus something doesn't. Right? So Yeah.
Is your question more like like I'm just riffing on, like, how do you what can you build, you know, with the stuff that you have? I do think that the mind of the academic does go immediately to training and in eval evaluation. But, like, art tends to take an unusual directions, like, you might end up Okay.
Yeah.
to develop compelling gameplay? And I don't think you can take SOAR and produce compelling gameplay. Right?
If you want to have a world that you can wander around in a bit, you're good. But what are your abilities to have gameplay mechanics implemented the way you'd like them to be and to have things stay, you know, with the long term history of your gameplay that influences future actions?
I think there's just nothing there for that. Yeah. I do tend to agree.
I I'm just trying to sort of test the boundaries. I would also make the observation that as AAA games industry has developed, the line between what is a movie and what is a game has blurred. And you you you do end up basically producing a two hour movie as part of your game.
No. Honestly, there there are so many actually applications in adjacent markets that our role model can go into. Yeah.
But, yeah, it's it's sort of fun to riff riff on, although on the execution side, we sort of we we need to stay focused with, like, okay, what are the capabilities we wanna unlock over time, and there's a roadmap for that. But, yeah, we're we're just ripping on sort of, like, the possibilities. I feel like whether it's endless.
Yeah. It's like Classic. And then The embedding for a possibility and endless in my mind is very close.
Yeah. I do wanna focus on one, like, weird choice. I I don't know if it's weird.
Maybe I'm I got something here. Audio. Right?
You could have just said no audio. And audio in my mind has a lot of recursion, whereas in in video, you can just do raycasting, and that's much computationally much simpler. Audio just seems way harder.
I don't know if you wanna just comment on just the spatial three d audio problem. Did you really have to do it?
Well, there's a lot more to game audio than just speech. Right? It's not just TTS.
TTS, SFX, PGM. Yeah. Yeah.
Yeah. And reflections. And I I don't even know what's what else?
I don't know. I don't know what what are the problems in this space.
Yeah. I think this point, like, the it's sort of a more more pointing to the benefits of using an game engine as a tool that's available to the model. Right?
Because, like, part of the spatial audio is from the code that is underlying the simulation. And while we do give our model access to other types of audio models as tools, none of them would be spatial, I think. Right.
But that's exactly sort of more point to, we're giving our model an abstraction or a suite of tools such that it's able to achieve that. And you can argue that sort of spatial is like a like a emergence out of the the tools that we and abstraction that we provide to the agents. And I think that's the beauty of this this this approach is, like, there's a lot of things kinda like how humanity's built technology, and they're like Lego blocks that built on top of each other.
And it's the same thing here.
interesting ways. Right. This integrated audio model exploits the understanding and semantics of the Moon Lake world.
Right? And whereas in general for the Gen AI video models, there's no actual integration across to audio at all, right? That someone might stick some music or stick a soundscape or whatever else on top of their video so it's not a silent video, but they're in no way connected into a consistent world model and there's nothing that's okay, an action is happening in the video, therefore there should be a sound that's coming from this part of the visual field.
Yeah. Is that different than Sohrab two? Does it not have audio?
audio. It doesn't? No.
I've I've played around with it enough. It just sounds like someone put an Eleven Labs voice on top of it and try to do the lip sync. I've seen, okay, generate a dog at the beach and reactions to big wave and move around.
Yeah. Yeah. So so have the dog the dog move away from camera and see if the the sound goes down.
Or it doesn't. Right? Because they don't have special audio.
We do want to basically, like, we our moral model, like, the one we're training is basically towards the goal of having a combined latent representation across all these different modalities. Right, such that it can, like, reason across these different modalities. So for example, if I close my eyes and I you play a video you play a sound of, like, cars skidding away from me, I almost can, like, visually extrapolate that trajectory in my mind.
I think that that type of capability, we want our model to be able to reason. Right? And that's the reason that we're sort of taking this multimodal reasoning approach.
It's like we want this combined latent space that can Yeah. Oh, you said latent space, and we like that here. We have to play the the bell every time that someone says latent space.
No. You gotta train daredevil one where you you you it's only audio, but you have to work out where everything is.
Cool. I I think that that was a that's about it for our Moon Lake coverage. I do think that we have, like, a couple of Chris Madden questions on on IR and just any any other sort of attention topics or n l NLP topics.
Okay. Go ahead. Well no.
I mean, yeah, it's just fun. You know, we talked a bit about how you guys met, but you basically you you are like the godfather of NLP per se. Right?
You spent the whole career from early embeddings, early early attention. You did twenty fifteen attention for machine translation, everything. You you had information retrieval.
So RAG before RAG. You know, we just wanna shout that out and admire a lot of that. Right?
So what prompted the switch over to world models? How'd how'd all that come about?
the enthusiasms and creativity of students. But there's a bit of a history there. Right, so yeah, so clearly most of my career has been doing stuff with language, and you know, how I got into research was thinking, oh, is just so amazing how humans can produce speech and understand each other in real time, and somehow they managed to learn languages from their kids.
How could this possibly happen? And so, yes, starting off, was very focused on language. But, you know, as it sort of got into the February, I started going I'd been working on question answering and then I started to get interest in visual question answering.
And that was an area where it was very noticeable that the visual understanding was bad, right? You know, these were the days when, like, it sort of seemed like there's almost no visual understanding, you're just getting answers that came from priors, so, you know, if you asked how many people are sitting at the table, it would always answer two regardless of how many people you can see in the picture. And, you know, so it seemed like, oh, models actually aren't able to get semantic information out of images.
And so I was interested in that problem and tried to work more on that. And so then that required knowing more about what's happening in vision and how you can represent visual information. And then things start, you know, there started to be this revolution of doing generative AI images.
And then I had students that started looking at that before the year of Moon Lake. I was also working with Demi Gore who founded Pika. And so And Ian, obviously, GANS.
Yeah. Though Ian was never my student, but, yeah. Ian I was very aware for the whole decade there of Ian with GANS.
Yeah. And, I mean, Ian was a Stanford undergrad, but Yeah. Richard Duzu dot com, I believe he was your student.
Yeah. And, you know, there were links across at that stage as well. So, I mean, there were several papers in that era of doing, I mean, so Andre Kapathi was a PhD student at the same time as Richard, and so there was some joint language vision work in that era as well.
You know, it seems kind of ancient by modern standards, but yeah, we're trying to go from sort of textual dependency graphs to visual scenes.
At a time, the Glove embeddings really took over a lot of TFIDF, like, hot encoding, all that. The early vision language models we saw were, like, Lava style adapters. Right?
It's it's technically still just embedding latent space. Let's add image. Let's, like, mixed modalities.
So that that's one of the things you super put out there too. Right? Yeah.
Yeah. Yeah. Well, thank you for all of that.
Thank you for advancing the world on world modeling.
do think that if people deeply understand everything we just covered, they will see what's coming. And I think you guys have, you know, made some it's a really significant contribution here. What are you hiring for?
You know? What what is the Who do people find? You know, we we agreed that the CTA was a hiring call.
Yeah. I mean, though we have AGI, you don't need you don't need engineers anymore. Right?
Yeah. On the model side, we we are actually striving towards basically a self improving system, but what that means is that we need people to set up the self improving system. So more more specifically, people who have the intersection of knowledge within cogeneration and computer vision and graphics.
Right? Yeah. That's that's sort of the core research background that we look for within our team, and and the majority of the team today do have, like, both backgrounds.
When you say computer vision and graphics, are they the same thing, or is it computer vision one thing, graphics another thing? I mean, how intertwined are they?
but different. And I think this relates to some of the themes that we've been talking about, that the more explicit underlying world models that are being constructed inside Moon Lake really draw on the computer graphics tradition, and so it's then combining that with the visual understanding of vision.
Got it. Yeah. Alright.
So I think If you've written a game engine, you're come talk to us. Right? Oh, yeah.
Definitely. But I do think that the line is blurred, like, increasingly blurred these days, where it's like, if you have a general understanding of vision and graphics.
I think for your standards, is. For me, it feels like vision is is you know, I I'll leave that to the big labs. Graphics, I I I can get that, you know, you would want to do that from more first principles.
But vision, there's so many vision models off the shelf that I can take, but probably not good enough for you. I see. I see.
then then maybe we we care a little bit more about having graphics knowledge.
Exactly. Yeah.
in your world. Ah, I see. Yeah.
In that case, if you yeah. Definitely, if you've written a game engine before, if you've RL ed a variety of coding models on different objectives, like Easy.
Many of those. Yeah. If you've done multimodal lane space alignment, I I intentionally included in the lane space again.
Our poor editor has to edit thing every time. Yeah. Lane space align honestly, is it that hard?
Well I I there's some scripts out there that I've saved for the day I someday someday have to do it, but I don't have to do it.
it's done. I think, yeah, there's there's a there's a versions of that that are done. But I I think we are aligning audio, text, language, and video.
Yeah. Yeah. Yeah.
And, basically, we have these role models that are able to act as agents to, like, act in these worlds and extract long horizon videos and encoding that back to the models to sort of self improve. So it's an insanely exciting but also technically challenged problem. So people who wanna do their lives best work, you know, one makes a place.
How big are you guys? Where are guys based? We're currently based in San Mateo, although we're moving up to SF.
We're about 18 folks right now. My ending question was gonna be why what is in the name? What's behind the name?
Oh.
Very cool graphics and design, by the way. Actually, at the at the time when the when the when we started the company, we were thinking a lot about how do we make a company name that gives people the vibe of, like, OpenAI, but for, like, almost like industrial light and magic vibes. Wow.
Because it's like we care about creativity and using that as a funnel to solve AGI. So then we were we brainstormed a lot around, like, DreamWorks. Right?
Like, industrial light and magic. And so there's a few few basically space of things that we feel like are very, very semantically close to the company's identity. Yeah.
And then it ended up being Moon Lake partly because of the DreamWorks vibe, you know, the DreamWorks Moon Lake. Exactly. Yep.
So that was a little bit of that inspiration. And then the moon was sort of like a it basically was, like, about the reflection. The reflection part also implies the self improvement loop.
Wow. We sort of, like That's what really believed in, and that's the path towards multimodal general intelligence.
that's that. I'll leave love a as name. I love a good name.
This is great. It's a very good name. It's very good lore.
I'm glad I asked the question. I will also say, you know, one of my favorite story books or biographies ever is Creativity Inc with Ed Catmull's story about Pixar and how he, you know, was rejected as a Disney animation artist. So then he went into computing and brute forced his way into back into No.
That's that's that's Disney. Yeah.
Yeah. And Walt Disney is also, like, one of my favorite founders. He's like his his story like, at the time, you're like, okay.
I'm gonna create this, like, immersive park. Like, people can't can't don't even have that technology to create it virtually, but, like, you know what? Let's just build it such that people can So he's the first world modeler?
No. I I yeah. I'll tell people that.
Like, theme parks are world models too. Yeah.
Yeah. Yeah. I mean, you know, it's a small world or it's a like, the Epcot Center with all the little replicas of the countries.
Yeah. Those are very interesting. Okay.
Well, thank you. We've covered, you know, a huge amount. Thank you for your time, and thank you for inspiring us.
Thank you for having us. It's fun chatting. Yeah.
It's been a good time.
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