Latent Space ★ 97 5 min

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

🔗 https://www.latent.space/p/runway

📌 Runway 公布 WorldPrompt:即時世界模型的工程硬仗

TL;DR:Runway 用 WorldPrompt 讓使用者即時下指令控制生成世界,但誤差累積與記憶體管理仍是硬骨頭。

如果一個遊戲世界不是被寫死的程式碼,而是模型一幀一幀「畫」出來的,那要怎麼在畫面播放的同時接受你的操作指令?這正是 Runway 這次要解決的工程問題。

🤔 即時世界模型的軍備賽

Runway 本月推出 GWM Worlds 2 研究預覽版,官方形容這是把「高保真度的影片與音訊生成,轉換成即時互動模擬」。Runway 稱其為「autoregressive diffusion」模型,autoregressive(自迴歸)指的是它如何隨時間生成內容。這波賽道並不冷清,Google DeepMind 的 Genie 3(同樣以 720p、24 fps 生成)、Odyssey-2 Pro,以及 World Labs 的 RTFM(Real-Time Frame Model)都在同一個方向上競爭。Google 也坦言 Genie 3「目前只能支援數分鐘的連續互動,而非長達數小時」,顯示這整個領域仍處於早期階段。Runway 目前估值約 53 億美元,今年 2 月剛完成 3.15 億美元募資,去年 12 月才推出第一版 GWM Worlds。

🧩 WorldPrompt:不是程式語言,是一種控制層

WorldPrompt 是 GWM Worlds 2 的新功能,作為 Latent Space 採訪對象、Runway Principal Research Scientist Robin Kahlow 所說,它是一種「控制世界裡所有不同主體」的方式,類似電玩裡的機制,例如讓 NPC 走向玩家並開口說話。使用者可以固定生成世界的某些部分(包括第一幀畫面),再建立一系列帶時間戳記的事件,這些事件甚至可以即時下達。但 Runway CTO Kamil Sindi 強調,WorldPrompt 終究是一種 prompting 機制,而非程式語言,因此不像 Minecraft 或 Roblox 那樣具備腳本能力或狀態控制。Kahlow 也坦言目前「不完美,仍有瑕疵」,指令能否被準確遵循很看動作難度,「移動類的動作相對可靠」。

在生成管線上,共同創辦人暨共同執行長 Anastasis Germanidis 在 Latent Space 的 podcast 中透露,流程從「雙向擴散模型(bidirectional diffusion)」開始,這種模型原本是一次生成整段影片,再被改造成自迴歸式,讓模型可以「一次生成一幀或幾幀畫面」。具體做法是:Runway 先把基礎的音訊影片生成模型微調到能理解 WorldPrompt 格式,接著後訓練成自迴歸生成,最後透過蒸餾方法讓它達到即時速度。Germanidis 提到蒸餾有兩種路徑,把大模型蒸餾成小模型,或是減少擴散步數,例如從 50 個去噪步驟壓縮到 4 個,畫質會有損失但結果可能接近。最終呈現為連續 720p、24 fps 的影片串流,搭配 48,000 Hz 音訊。

專案已知特色(依素材)
Runway GWM Worlds 2720p、24 fps 影片,48,000 Hz 音訊,具 WorldPrompt 控制層
Google DeepMind Genie 3720p、24 fps 生成,目前僅支援數分鐘連續互動
Odyssey-2 Pro素材僅提及名稱,未提供技術細節
World Labs RTFM素材僅提及名稱,未提供技術細節

💡 誤差會累積,記憶也不完美

Germanidis 直言自迴歸模型最大的挑戰是誤差累積:「你把生成出來的畫面餵回模型去生成下一幀,任何微小錯誤都會隨時間累積。」Sindi 補充,「無限生成」帶來另一個難題,要保留哪些上下文、丟棄哪些不重要的內容,否則會把 GPU 記憶體用爆。長期記憶也還是未解問題,Kahlow 直言「模型沒有完美的記憶,這仍是開放的研究課題」。更微妙的是反事實生成(counterfactual generation)的落差:Germanidis 舉例,網路上的足球影片訓練資料,成功進球的畫面遠多於失敗嘗試,因此模型渲染前者會比後者更逼真,「你希望不同的行動選擇,都能生成同樣寫實的結果」,這正是影片模型與世界模型的本質差異。當場景變成多提示、多角色、多場景時,Sindi 也坦承評估因果關係變得困難,Runway 雖有自動化的可驗證測試,但仍建議使用者親自動手測試模型的極限。

🎯 對工程師的實務啟示

GWM Worlds 目前沒有結構化狀態可讀取,Kahlow 說「這裡沒有結構化狀態,模型觀察到的就跟你在現實中用攝影機觀察到的一樣」。這意味著下游應用(如機器人模擬測試、大規模 agent 合成資料生成)目前只能靠影片與音訊本身理解世界變化。Germanidis 也提出一個值得關注的方向:未來可能把推理模型用於場景規劃,再把規劃結果傳給負責生成像素的擴散頭(diffusion head),這對想結合世界模型與 agent 系統的工程師來說是值得追蹤的架構思路。

🔗 來源

#WorldModels #Runway #GenerativeVideo #AutoregressiveDiffusion #RealTimeAI #AIGaming #DiffusionModels #GenAI #AIResearch #VideoGeneration

原始資料 Latent Space · 收集於 2026-09-25
來源原標題
Runway’s WorldPrompt and the Engineering of Real-Time Worlds
作者
Latent Space
原始標籤
blog
原始連結
https://www.latent.space/p/runway

摘要原文

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. 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. 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. First, some context about world models that can generate interactive video and audio in real-time . 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. 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: 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.” But as our interviews with Runway show, real progress is being made. 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. “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. ” As the name suggests, World Prompt 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. “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. 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? “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.” Sindi added that more training plus scaling the data and models is resulting in “better following.” 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. “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. ” 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. 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 . “And after that, we work on making it real-time through distillation methods ,” Kahlow added. 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.” 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 admitted that there were issues with how it generates real-time interactive video. “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. ” Sindi told us there are also challenges dealing with “infinite generations” of content. “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. ” Another current limitation is long-term memory . “The model does not have perfect memory,” Kahlow said. “That’s still an open research problem.” 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. 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. “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 .” Sindi told us that evaluation gets harder the more complex interactions get. “If you have this multi-prompt, multi-character, multi-scene [environment], how do you really understand what was causal and what was not? ” 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.” 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. Another, more intriguing, use case is to use it to test agents at scale . “Having thousands of simulated environments is much less challenging if you have a suitable model like GWM Worlds,” Kahlow said. 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? “So there’s no structured state here,” Kahlow replied. “It’s just observing the same thing you might observe in real life, just [in this case] from cameras.” Sindi noted that GWM Worlds can also be used for “ synthetic data generation for agents.” Finally, Germanidis suggested there’s potential to use these world models alongside reasoning models. “You’re maybe using some reasoning [for] planning of the scene, and then you’re passing it into the diffusion head that’s actually generating the pixels.” LinkedIn: https://www.linkedin.

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