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大模型 www.latent.space · @Latent Space

Runway 的 WorldPrompt 与实时世界模型工程

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Runway 发布研究预览 GWM Worlds 2,称可将高保真视频与音频生成转为实时交互式模拟,采用自回归扩散架构。新特性 WorldPrompt 允许固定模拟环境的部分要素(含首帧)并生成带时间戳的事件,事件可实时提示。Latent Space 采访了 Runway CTO Kamil Sindi 与首席研究科学家 Robin Kahlow,并引用联合创始人 Anastasis Germanidis 的评论,同时对比 Google DeepMind Genie 3、Odyssey-2 Pro 与 World Labs RTFM 的差异。文章指出实时视频音频生成对延迟要求极高,各项目均有局限,例如 Genie 3 目前仅支持数分钟连续交互。

AI推荐理由 Latent Space 对 Runway GWM Worlds 2 的 WorldPrompt 做了带 CTO 与首席研究科学家访谈的深度解析,并横向对比 Genie 3、Odyssey-2 Pro、World Labs RTFM,信息密度高、来源可追溯;但内容基于研究预览与访谈,实时交互世界模型的实际效果与延迟表现尚未经独立验证,且文章含播客与配图等非核心信息,故未给更高分。

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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. Who’s building real-time interactive world models? 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. The central idea of WorldPrompt 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, 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. “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.” How a video model becomes a real-time runtime 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.” High-level view of GWM Worlds 2 process 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.” Autoregressive causal diffusion vs traditional video models; image via 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. The challenges of real-time generation 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.” Errors compound; image via Runway 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.” Causality and correctness 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.” Image via Runway 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.” More than gaming — there are agent use cases too 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.” Anastasis Germanidis LinkedIn: https://www.linkedin.com/in/agermanidis/ X: https://x.com/agermanidis Timestamps 00:00:00 Introduction 00:05:17 Runway’s Origins and the Bet on Generative Video 00:12:23 The Stable Diffusion Story 00:18:44 Gen-2, Controllability, and the Weekend Hack 00:23:02 From Video Generation to World Models 00:28:03 Learning From the World, Not Just Language 00:35:04 Sora, Runway’s Existential Crisis, and Gen-3 00:39:39 Why Real-Time Video Is Inevitable 00:43:06 Interface World Models: Software Without Code 00:50:25 The Fully Neural Operating System 00:55:11 World Models for Robotics 01:02:32 Robot Policies and World Action Models 01:07:47 The Lucid Dream Test 01:11:41 Video Agents and Omni Models 01:23:12 Artists, AI, and Creative Workflows 01:27:14 Physical AI and the Future of World Models Transcript Introduction: Runway, Creative AI, and the Early Thesis Swyx [00:00:00]: Okay, we’re here with, Anastassios from Runway, with, me and Vibhu in the studio. Welcome. Anastasis [00:00:08]: Good to be here. Swyx [00:00:09]: Congrats on all your success and progress with Runway. You’re opening offices all over the world. Did you envision this when you first started out? Anastasis [00:00:16]: Not quite. I think even when we started, we had this idea that, It was more a matter of when, not if, we were seeing the early generative models of 2016, 2017, and just extrapolating, assuming, we resolution, quality increases predictably over time. There’s gonna be a point where most of content will be generated, and that was maybe the initial thesis of Runway was we will need, as a result of those generative models, rethink how creative tools are made. and as we built out the research behind, our generative models, it then became clear that they were useful far beyond that as well. Anastasis’ Background: Art, Simulation, and Machine Learning Swyx [00:00:57]: And it is more obvious now with, like, the real-world stuff and the world models that we’ll talk about later. I’m just kinda curious how you go from a background in, like, Zocdoc and, computer vision into Runway. Like, take us back to that early conversations with Chris and, whoever else is on your founding team. Anastasis [00:01:14]: I was always splitting through those two worlds. One was the I had my own art practice. I was making a lot of interactive art, I think for a long time. and then on the other side, I was working in startups, and I was working as a ML engineer, as a backend engineer at different companies. I’ve always been interested in, coding and computation, and especially interested in simulation and brought it back into my early artwork as well. And at the same time, I was interested in Swyx [00:01:43]: The personal site has a few, right? Anastasis [00:01:44]: Yeah. Swyx [00:01:45]: Is there one that we should pull up? Just in case there’s something that’s like. I just like to go down memory lane. Anastasis [00:01:50]: Yeah. Swyx [00:01:50]: Okay, what is this? Anastasis [00:01:51]: So this was, a project that I made, I think back in 2015, where I built this software that would give, voice instructions to people in a gallery space. So it would coordinate interactions between people. And so it will first give you an identity, like you’re an, architect, you’re 30 years old, and, you like sports. and then it would match you with another person, and you have this completely generated interaction. language models were not quite there at the time, and so it was it was a mix of some templates and some, like, some Markov chain-generated text, and it would just completely simulate these small talk conversations between, everyone in the gallery space. so was always very fascinated on the one hand with, generative models and, like, the early machine learning work that was being at that time. But at the same time, there was this separate thread of simulation and what it means. Like, what can we learn about humans by creating those very simple models of their interactions and their behavior? Early Generative Art: pix2pix, GANs, and Uncanny Valley Vibhu [00:02:56]: Did you generate the prompts or, the 30-year-old, whatever? Was it you generating them? How’d you, how’d you Anastasis [00:03:03]: Exactly. So the program would just generate- those, from. Yeah, a lot of it would be Mad Libs style of just Vibhu [00:03:10]: Yes Anastasis [00:03:10]: You have lists of different professions, lists of different, Vibhu [00:03:14]: Hobbies Anastasis [00:03:15]: Personality types, lists of different, ages, things like that. And then it would just combine those things together. And then maybe the next project we go is, Uncanny Valley, Uncanny Road, which was Swyx [00:03:27]: Gans Anastasis [00:03:27]: One of the first projects that, we built with, one of my two co-founders, Chris. This was taking, pix2pixHD, which was one of the early image-to-image models that NVIDIA released back in 2016 or 2017. and it was a model that would take a semantic map of a scene and then generate a photorealistic, let’s call it, output. very early days, so it was not very high-fidelity outputs, but it w I think was the first image-generation model that could generate at 1K resolution. And it was all trained on self-driving datasets. So the semantic categories it would support were only, things you would encounter on the road. So it would be pedestrians, traffic signs, Vibhu [00:04:16]: Stoplights Anastasis [00:04:17]: Bikes, stoplights. And so that was one of our first indications that we built this and people were making all this, like, very surreal imagery of, yeah, a million plus a million pedestrians or a million traffic signs or, like, gigantic humans. And it was a indication that you could take a model that was trained on this very boring dataset, essentially, of, like, not that many interesting things happen when you’re on the road, and then you can repurpose it and go very out of distribution and make something that was artistically compelling. And that was It’s a summary of the thesis of Runway in some ways, that you can take the same generative models, and if you look at them from another direction, if you build interesting tools around them and you give them to artists, they’re gonna do things that you don’t expect. Vibhu [00:05:02]: Very cool. I like the, UX of it. You’re just given an empty canvas, try whatever, do whatever. And then the other one, like, you see everyone with wired headphones? Like, that’s, that’s a sign that it’s, it’s very Anastasis [00:05:16]: The Apple Vibhu [00:05:17]: Yeah Anastasis [00:05:17]: Apple, your version. Vibhu [00:05:17]: Original ads. Yeah. Take us to today. You’ve been doing this for seven years at Runway. How have we got to this? Like, how do we go from driving simulator data to all this? And you cover the whole stack of generative media? From Creative Tools to a Research Lab Anastasis [00:05:33]: Interestingly, we’re almost back in, we’re, we’re full circle. We’re, we’re now applying our models and beyond creative tools into real-world scenarios. But it was a, it was a long journey. It was very early on we realized the first version of Runway was a way to easily use the, all the open source model of the day, things like pix2pix to. and give them to artists. That was the initial idea, is those models are too difficult to use if you’re not a machine learning engineer. Like, what happens when you give them to artists? Very quickly, we realized we needed to build a research org, inside of Runway, and that happened maybe on year one. And, a lot of the mandate there was. The image-generation models of the time, the video generation models of the time, or there were barely any video generations all the time, but they were not quite there where they could be productionized and brought into tools that would be part of creative workflows. so we need to push the frontier of the research. And so maybe the first four years of Runway, research was almost happening on the background until there was a moment in 2022, with latent diffusion, with, DALL-E 2, where, there was that step function change, and you guys maybe remember around the time. Swyx [00:06:49]: I started in this space because of latent diffusion and Stable Diffusion. Anastasis [00:06:54]: Yeah. Swyx [00:06:54]: Because I was like, “Wow, this is not only, like, feasible, it is doable on consumer hardware.” Anastasis [00:07:01]: Exactly, yeah. Vibhu [00:07:01]: I think the delta is also huge. Like, I learned pix2pix. Like, this was intro to ML, the TensorFlow, like, Jupyter, Google Colab notebooks were like this, and then you have a sudden step function change, with diffusion and whatnot. Any other ones since that. Like, there were clear examples of what early diffusion were to get to here. Any other changes in key technology research? Green Screen, Rotoscoping, and Early Runway Anastasis [00:07:26]: Between, 2018 when we started and 2022? Vibhu [00:07:29]: Yeah. Anastasis [00:07:29]: So one of the early work that we did in Runway was solving segmentation, image and video segmentation. It was a very important problem because most VFX involves essentially separating Swyx [00:07:42]: Rotoscope Anastasis [00:07:42]: Subjects. Yeah, rotoscoping. Extremely manual process. Nobody enjoys doing that. and so a lot of the early days of Runway was building this tool. It was called Green Screen, and it was for a long time the main thing that people were using Runway for. It ended up being used in, Everything Everywhere All at Once and a bunch of other high-visibility films and series. But that was essentially, Runway for a long time was a post-production tool until latent diffusion and generat- Gen-1, Gen-2, happened. Swyx [00:08:12]: Cool. let’s, let’s go past that moment. You’ve come a long way. Then you started releasing your own models. Maybe describe that journey as well. Scaling Video Models and the Bet on 1,000 A100s Anastasis [00:08:20]: Yeah, so we go to the other point, yeah, in mid-2022 when it became clear that we’re doing research at a fairly small scale of compute, and it became clear that, like, scaling laws would apply to, image and video gen in the same way that we’re applying to language generation. So we made a big bet, and I think at so at the time, we signed this deal to build a cluster of a thousand A100s, which at the time we were a Series B startup. That was a almost, slightly irrational decision maybe, but we really believed that if we trained a video model at a large scale, we would get, like, a great model at the end. And at the time, the goal or we set the goal around fall of 2022 of what is, what does the latent diffusion, Stable Diffusion moment look like for video? And at the time, the best model of the time was called CogVideo. it was one of the early video models. It was very 256 by 256 resolution, very not very high quality. and so we decided we’re gonna build out this cluster, and we’re gonna just invest in, like, in building out our own video model. it became clear as we’re training Gen-1 that it was difficult to get to fully. we wanted to build text-to-video, but it became clear to us that an easier starting point would be to start from video to video. Because when you have a stronger conditioning, it’s, it’s an easier problem to restylize an existing video versus generate the video from scratch. And so we released Gen-1 first back in, it was January of, 2023. Yeah. Vibhu [00:10:04]: It’s just a fun visual podcast, honestly. Like, if we can see February 2023, what was the state of stuff? Gen-1: Video-to-Video and Depth Conditioning Anastasis [00:10:10]: It’s so interesting ‘cause at the time when you see those results, you think this is so incredible, and this is like, it’s almost like image generation or video generation is solved. And then you look back a few years after, and it’s like, it’s It’s just like you get used to the results very quickly, with those models. But at the time when we started seeing those results, it was, it felt quite incredible, and the level of, like, quality that you could get. And, so the Gen-1 was a depth-conditioned video model, so it would turn. it would take a input video, it would predict. it would it would first convert it into the depth map, and then we would generate, pixels with a latent diffusion model. Swyx [00:11:01]: Yeah, very effective. Vibhu [00:11:02]: Yeah. I didn’t realize how distracting the blog post would be. Sorry. Anastasis [00:11:05]: Yeah, but, one of my favorite examples of on those, on Gen-1 was both, if you go up to mode three or mode two, there was this storyboard use case where people would make Vibhu [00:11:18]: Ooh Anastasis [00:11:18]: Would Vibhu [00:11:20]: You can mess around with the Anastasis [00:11:20]: Make a city out of books or out of boxes, and then they would shoot a video with their phone and then translate it into a photo-photorealistic output. There was all these ways in which those models were starting to be used for storyboarding and also for really. and then if you go to mode four, like, of taking untextured 3D scenes and then turning them into photorealistic output. So we saw a lot of use cases early on where people that were familiar, were power VFX editors would just take a blender, render, and then they would get translated in with Gen-1 or create a scene in Unity and then take a capture a video of it and then translate into, restylize it. So I still think video to video is powerful. I think we had a recent video-to-video model as well, and it’s one of my favorite ways of using those models is essentially using them to use ground truth video as, like, the initial inspiration and then translate into different styles or different outputs. Stable Diffusion, Stability AI, and Open Source Swyx [00:12:23]: But I think we’re gonna go into, like, the rest of Runway and catch people up to speed today. I did wanna cover the, let’s call it the Stable Diffusion controversy, or, what happened with Stability AI, whatever. I think there was a two sides of the story. I think there’s part of that is a normal thing of, like, people, join and leave companies, but what is the, retrospective now that, there’s been some years behind it? Anastasis [00:12:49]: Yeah, it’s a very, it’s a very long story to go into. I think it would Swyx [00:12:53]: Which I remember you wrote a really long post about. Anastasis [00:12:56]: We would probably cover the whole hour to go into it in more detail. But, essentially, there was the latent diffusion paper that came in, I think that was at the end of, 2021. And then Patrick Esser, who was one of the researchers behind, latent diffusion, and he worked at Runway at the time, he built latent diffusion in collaboration with Robin Rumbach and a few other folks back, in the in, CompVis, which was, a lab Swyx [00:13:26]: Like a research group, yeah. Anastasis [00:13:27]: And, after releasing the early latent diffusion model, they, essentially they were. the goal was to keep working on versions of the model, scale it up, incorporate new data, incorporate new tasks. And Stable Diffusion was the same model, but trained on more compute, and then with a few more tricks, like a classifier-free guidance paper came at some point, I think in the early 2022. And that Swyx [00:13:52]: Which, like, was a big prompting improvement. Anastasis [00:13:55]: Yeah. Swyx [00:13:55]:? Anastasis [00:13:56]: That improved results. it was trained on better data, so like, the esthetic subset of LAION, but it was effectively, the same underlying architecture. And there was that big training run, that, happened on Stability’s cluster. Stability financed that run. And looking back at that story, I think it was the work to build and train that model was done. It was a, it was a research project. It was done as part of, like, continuation of the latent diffusion work. It then, I think it the model became very successful, and it, I think there were the. And I think as a result of its success, other companies tried to, figure out the commercialization path for it. But for us, it was very important that we try to, we make sure that we. It was meant to be an open source research project, and so the we decided that we should continue releasing versions of it, since that was the original goal of Stable Diffusion, and that led to releasing Stable Diffusion 1.5. There was maybe a day of, a bit of, miscommunication there, but ultimately that was resolved very quickly within hours. so yeah, there was Swyx [00:15:12]: Okay Anastasis [00:15:12]: Not a nice Swyx [00:15:13]: I just wanted to. you have to Anastasis [00:15:15]: Yeah. Swyx [00:15:15]: You’re one of the main players in that journey, and so it’s nice to hear from the source of, like, what happened. Yeah. Anastasis [00:15:22]: Yeah. I think it’s all, it’s all in the past now Swyx [00:15:26]: Yeah Anastasis [00:15:26]: I would say. and, like, both companies, Stability took its own path, Runway took its own path. Swyx [00:15:32]: Yeah. There’s still. James Cameron is backing the new Stability, whatever they’re doing with the Hollywood studios. Anastasis [00:15:38]: Right. Swyx [00:15:38]: I don’t know what they are doing. I think one thing that impresses me, and I’m happy to move on, is that back in the that time, let’s say, like 2021, 2022, there was this community of people that you were involved in that was researching all this stuff, right? And, like, from everyone I talked to who was active then, it seemed like it was fairly obvious that somebody would do the hero training run that would produce Stable Diffusion. So, like, I guess the question is, like, you had the you were you had made investments. You were you had the foresight. Is it accurate to say, like, that is reflective of, like, what people were thinking at the time? Or was it still very much like, “Well, we’ll use it as, like, a post-production tool or something. I don’t know.”? Like, where in the sentiment were we that maybe you can think back to, like, what the community was like back then? The Early Creative AI Community Anastasis [00:16:28]: I reminisce and I think very fondly those early years, from like 2018 to 2022, because it was a very small community that, as you said, were very convinced that this was gonna be a big thing. And at the time, anyone who. Because it was such a small circle and, everyone who would, like, be part of that circle and, like, make projects with it would, immediately get, go viral. so like Swyx [00:16:55]: And you didn’t know who they are, right? They’re just some name on a, GitHub or Hugging Face somewhere. Anastasis [00:16:59]: Exactly, yeah. So I remember one of the first big viral moments of creative AI was, there was the neural style transfer paper Swyx [00:17:09]: Huh Anastasis [00:17:09]: That Swyx [00:17:10]: Something dreaming? Anastasis [00:17:11]: I think it was called neural style transfer. Swyx [00:17:14]: Okay. Anastasis [00:17:14]: There was also Deep Dream, the puppy slice Swyx [00:17:16]: Yes Anastasis [00:17:16]: Which was, also really cool. but, yeah, there was this project that, Jim Kogan, who was an early advisor of Runway and one of those, Swyx [00:17:25]: Marketing guys Anastasis [00:17:26]: Big, creative AI, folks, he literally just, like, showed a video of himself taking the New York Subway and going over the Williamsburg Bridge and then stylized it with, I think in the style of Van Gogh or, like, one, painter. And that was. Like, at the time, that was, like, so cool and it went viral and it was completely revelation to people that you could do this with generative models. And that was only, it was less than. It was maybe 10 years ago. So just, like, as an indication of, like, how quickly things have gone. Vibhu [00:18:02]: It’s pretty crazy. Like, even since then, you’ve got people at every level of the stack. You’ve got devs, creatives, artists, hobbyists. You’ve got everyone using it. And for people that tried stuff early, they’ll remember how hard it was to use regular diffusion, right? Like, nowadays, you can use your favorite ChatGPT image gen or whatever, give a sentence, get a beautiful output. But diffusion was like, the whole ultra HD, 4K, high resolution. Like, prompting these things was very different. anything you learned on the tooling side, like from the offerings you guys have now, so like creatives, devs, you really took the. Research and brought it to everyone to use. anything interesting there to share? From Gen-2 to Controllable Video Generation Anastasis [00:18:44]: We had to build the entire model serving infrastructure for video diffusion models. There was nothing else, already, like, because we had Gen-2 was the first text-to-video model, I think, out in the market. So many things that we learn over time. I think the I think the biggest one was, like, we. it was very clear early on that text-to-video was not gonna be the answer. Like, you. Like, people wanted a lot more control than that, and so we invested in, like, control building on top of those models very quickly. how do you use the camera trajectory as control? How do you use an initial input frame as control? So that was a very early learning for us. With text-to-video was, like Gen-2 was an amazing, step function improvement in the quality of video models, but it was used much more in an exploratory way because there was nothing to ground it to. There was no reference that you could bring into it. There was no. You couldn’t really control the camera motion. You couldn’t control the object motion. And so the first year, in 2023, was really all about what are all the interesting ways in which we can condition those models? And it was a lot of just post-training rounds on top of the base model to figure out, like, what, -- how do people wanna control them? And so there was, like, this quick succession of the we it was called Motion Brush, which was you could, like, you could draw arrows and dictate where things should move in the scene. Vibhu [00:20:09]: That’s so cool. Anastasis [00:20:09]: There was camera control that was you could just describe, like, how you want the camera to move in the scene. And because we work with filmmakers from the most of the history of Runway, we immediately got this feedback and got this, decided that this was worth investing in. And so control ability became a big theme, I think, very early on as we were building, as we were building those models. Something fun that I haven’t really talked about too much was just how Gen-2 came to be out of Gen-1. So it was a bit strange because we announced Gen-2 two months after Gen-1 and How Gen-2 Came From a Weekend Hack Vibhu [00:20:43]: We’re accelerating. Anastasis [00:20:44]: It was before Gen-1 was even generally available. But Gen-1 was a depth-to-video model, so it would take a depth map and it would convert it into RGB. and we couldn’t get, text or image-to-video to work directly, and that’s why we started from depth to video. but, and we had discussions of like, okay, we need to spend the next six months investing in text-to-video, maybe increasing the compute scale or the model scale, like train a larger model. And I had this weekend project idea, which was, what if I take a model that, starts from text input and converts to depth maps and then use Gen-1 to convert the depth maps Into RGB? Vibhu [00:21:29]: It would probably work. Anastasis [00:21:30]: And so Gen-2 was that. Vibhu [00:21:32]: Oh. The hackathon pipeline. Swyx [00:21:35]: The weekend hackathon pipeline. Anastasis [00:21:36]: Yeah. Vibhu [00:21:37]: But it looks good. Anastasis [00:21:38]: And it worked pretty well. there were if you, with the knowledge that it has this, like, two-stage pipeline, you can tell in some cases that the structure of the video looks a bit off because you had to generate the depth first before you go into the output video. But it worked and it allowed us to bring this to our, to users very quickly. But it’s now it’s interesting because, like, people are coming back to this almost two-stage approach. Like, if you look at the Reve text-to-image model that came a few months ago, it had this planner model that would generate bounding boxes before it fed that into the diffusion transformer. Swyx [00:22:19]: Yeah, Ideogram also the same day. Anastasis [00:22:22]: Yeah. Swyx [00:22:22]: I remember that was very strange that both of them came out the same day with the same exact innovation. Anastasis [00:22:26]: It’s a small community, I think. Swyx [00:22:28]: I’m like, this is like, this is completely coincidental, right? Anastasis [00:22:32]: People talk. So yeah, there’s, there’s definitely something into this approach. And, now, like every single like, video generation model in production uses a complex prompt completion pipeline under the hood. I think that’s no secret that there is. That Swyx [00:22:48]: Humans are terrible at prompting. Prompt Rewriting, Camera Control, and the Seed of World Models Vibhu [00:22:51]: I think across the board. Anastasis [00:22:51]: Yes. Vibhu [00:22:52]: But yeah, I think like the original Sora one blog post even told you that what happens after your input is rewriting your prompt. It’s much more descriptive about what you would want. Anastasis [00:23:02]: Exactly. I, And there was the DALL-E 3 paper beforehand that, was the first public, description of the fact that synthetic captions and really detailed captions work really well. And then Sora built on that. Yeah, so it was 2023. We were releasing all these updates to Gen-2, like the camera control, Motion Brush. And there was something very interesting about camera control because it was the first time that you felt that instead of, like, you were creating video, you were creating a short video, you were navigating inside the world. And I think camera control was maybe the seed of some of the ideas that we had around world models and really opening up that research direction. We realized, it was this era and this series of, Gen-1 and Gen-2 models really proved to ourselves, yeah, this is the Swyx [00:23:56]: Cool. Anastasis [00:23:57]: So this is not the original camera control. This was the updated camera control on top of Gen-3. But yeah, I think it made those models usable to filmmakers, I would say. The so camera control was very popular. And so we realized, there is one way of seeing those models, which is, you’re just as content creation machines, and there is the other way, which is you’re. As you’re predicting video in order to predict video well, you need to simulate the world in an increasing and increasing capacity. And if scaling laws apply on video, just like they apply on language models, then as we scale the compute that we put into those models, then they’re gonna be able to simulate physics, they’re gonna be able to simulate human actions and dynamics increasingly well and predictably well. That was the thesis about around our efforts on world models, and we spin up this research group to just focus on the world models and how do we turn the video generation models that we’re building into something broader and something that would be useful beyond, also content creation as well. Swyx [00:25:04]: And that was roughly when? Anastasis [00:25:06]: Yeah, so that was in Swyx [00:25:06]: Oh Anastasis [00:25:07]: In late 2023. Vibhu [00:25:08]: Interesting. like, I think, a lot of people have been saying a lot of video gen model companies have all pivoted to world models these days, but like, 2023, you’re posting it. one World Models: From Video Generation to Simulation Swyx [00:25:21]: It’s, it’s debatable whether it’s a pivot. Vibhu [00:25:23]: Yeah. Swyx [00:25:23]: Like, arguably Vibhu [00:25:24]: Yeah Swyx [00:25:24]: That’s what you always had to do anyway, right? Anastasis [00:25:26]: It’s in a way an expansion Vibhu [00:25:28]: Yeah Anastasis [00:25:28]: Of the applications Vibhu [00:25:29]: Yeah Anastasis [00:25:29]: Of the models as they become more capable. Vibhu [00:25:31]: The early signs, it seems like the original models you guy had, guys had, people would say it’s very not bitter lesson pilled, right? You’re adding, rewriting prompts, you’re having all these one-off things, but that’s just the state of the tech as it was versus the future of as you said, you can scale it up as, we can scale up to world models. Anastasis [00:25:50]: Yeah. So it just became. And if you looked at the outputs of Gen-2 Vibhu [00:25:56]: Yeah Anastasis [00:25:56]: It was not. I think it was not obvious to people that this would scale to become a general simulator of the world. Like, you had very limited movement, you had, very low fidelity or low resolution, like obvious mistakes in human anatomy, like all kinds of limitations. But it was just, the idea was that’s just GPT-two, and GPT-two, it can barely generate, like, coherent sentences. Similar, Gen-2 can barely create coherent video, but if you scale it up, you’re gonna. There is no reason why it shouldn’t work in a way. It’s, And I think that was. That’s, that’s always the mindset of Runway is like this extrapolation of, like, if, like, even when we started in 2018 and you looked at the results of the day, you need to look more at the trend of, like, where we were in 2018 versus when we were at the, when the first GAN came out in twenty, four 2014 or twenty, fifteen. And, you started from, like, thirty-two by thirty-two images of faces, and then by the time in 2018, you could generate, street images at the 1K resolution. And it was the same with world models, very early signs of something much bigger. Swyx [00:27:08]: Yeah. I was gonna say, like, it’s diffusing into focus. Like, if you look at our visible output from year to year, it looks like a diffusion process itself. Anastasis [00:27:17]: Yeah. Vibhu [00:27:17]: Especially watching the early, like, old blog posts, you can really see the choppiness, the details. Anastasis [00:27:24]: Yeah. Like human civilization starting from random noise and then Vibhu [00:27:27]: Yeah Anastasis [00:27:27]: Denoising into Swyx [00:27:28]: Yeah. Just run it a hundred years. Anastasis [00:27:30]: Civilization. Swyx [00:27:30]: Yeah. Vibhu [00:27:31]: That’s how you’re on track, you’re still noising, right? Swyx [00:27:34]: Yeah. I like the way that you guys phrased it when you, announced it in June, which is, oh, that you had a video essay. “The human mind is no longer the center of AI. Our world is.” Right? Which is, let’s, let’s call it the past five years of LLM-based AI is very much like trying to emulate human preferences and human speech. But now that’s, like, mostly solved. I think that’s, like, some of the context of your essay, which you also wrote around the time. And now it’s like the focus is on modeling the world accurately. Scaling Laws for Video and Why Predicting Pixels Matters Anastasis [00:28:03]: Exactly, yeah. So the way we see it is, there is that, initial mission statement of DeepMind, which is, solve intelligence and then use it to solve everything else. But I think it’s starting from everything else, could be valuable of, like, starting from. there is just so much complexity, and detail in the world that in order to. That it’s, it’s hard to learn directly from just human descriptions of the world. Like, we’re assuming that, like, language models learn from everything that humans have written about the world, like our own understanding as of, the twenty twenties. And there is just so much that we don’t know and so much that’s not captured by existing text, about both the low level dynamics of the world, like we’re not describing in detail. if I tell you to describe, like, how do you tie your shoes, that’s a very difficult thing to describe in words, but it’s very obvious thing to demonstrate. And so I think there’s been. And there’s, more of X paradox, like we’re constantly underestimating all the complexity that goes into very, like, things that we do subconsciously as humans, and we don’t even necessarily always have the words to describe them. And so in my mind, the simulating the world and simulating, physics, simulating the dynamics of the world has always been underestimated, compared to, we place too much emphasis on the things that are easy to talk about. but there is just all this complexity and richness of the world that if we just try and train directly on that observational data instead of training on how people describe the world, we would learn something new that we wouldn’t otherwise know. Swyx [00:29:54]: You think that the present architectural paradigm is fine? You don’t need, like, another layer, like JEPA, like another famous, New York AI leader would say? Anastasis [00:30:05]: We’re a very pragmatic research lab. If, we have evidence that an approach works better than the approach that we’re taking, then we have no qualms to taking it. We just have seen no indication that video prediction itself doesn’t scale. And even if you look now, not just our work, but the work of others, you’re seeing in robotics some of the most promising work, starts from video prediction models, and then you adapt them to also the action models, for example. so there is very little evidence that you need something else and that your time is better spent on a novel architectural change compared to improving data and improving the, and scaling the current approach. And so, We don’t have any indication that. the, there is that counterargument that I think there was a tweet by Yann LeCun a few days ago that, understanding the dynamics of the world is very different than, generating, cute videos. Swyx [00:31:05]: And your answer is no, they’re the same thing. Anastasis [00:31:07]: Yeah, they’re the same thing. Swyx [00:31:08]: My cat videos are the same as understanding physics. Anastasis [00:31:11]: Right, because if you wanna generate. video models can cheat and, like, they could you could give, like, successive dif shots of the scene in a way that doesn’t require you to simulate difficult physics. There is like, all these different ways in which you can hide the deficiencies of the model, and it’s important not to be too tricked by the performance of the current video models. It’s easy to, cherry-pick examples and think that video models are further advanced than they are. So there is a lot more work that we need to do to improve those models. But in my mind, very similar to language, and, like, we’ve. you go from barely coherent sentences to something that, could hold a conversation with a human to something that could can operate autonomously for a day and, like, create entire code bases. And the main difference, there is some architecture improvements along the way, but the main thing is scale. And so it’s the same bet for video, and we have no indications that this is saturating. Like, we have benchmarks that we use for measuring the physics of those models, and we see those predictably improve as we scale those models. So there is. If you want to Google up, Physics-IQ, is one of those benchmarks that measures how well does the model perform at solid mechanics or fluid dynamics or optics. Vibhu [00:32:32]: I’m curious if you’ve seen any emergence, any scaling law around this. Swyx [00:32:37]: Yeah, he’s saying there is a scaling law, right? Anastasis [00:32:39]: Exactly. Vibhu [00:32:40]: Yeah, Anastasis [00:32:40]: So the way those models, those benchmarks work is you. the researchers have gone and, like, captured, a few videos that are representative of different physical phenomena, and then you can take the first frame and then pass it through an image-to-video model and then generate a rollout that shows what should happen next. So you have, a ball hanging from the ceiling, and then you use that as input, and then you the model predicts how the ball should fall on the ground. and this measures. we have an intuitive understanding of physics. I know, you can imagine what will happen next if I drop this bottle. So it’s measuring that same intuitive physics understanding of those models, and we’ve measured that at different model scales, and we see, and compute scales, and we see that the score on physics IQ predictably improves. There’s other, tricks and techniques that you can make to improve the score even further, but even scale alone helps, in the model learning better physics. Swyx [00:33:40]: My main sympathy with Yann LeCun is the, Plato’s cave allegory, right? Like, you’re, you’re, like, learning on the output of a thing, not the internal process of a thing, and it’s very noisy. And, if only you could observe the internals of a thing. It’s hard to observe the internals of a human mind, but you can very much observe, or at least we have a whole branch of science and physics that we’re ignoring on how to model Physics and movement and, gravity and, other interactions. and we’re just, like, throwing away all of that and just saying just scale data, which is very much the lesson of unsupervised learning, but it feels wrong. that’s the main idea. Anastasis [00:34:21]: I think the history of machine learning is, at large, it feels wrong. Swyx [00:34:25]: Yeah. It’s a bitter lesson, right? Yeah. It’s, it’s, it’s the simple answer to that. Vibhu [00:34:29]: I guess, how much can you scale? So, like, even on, let’s say, the video generation side, like, there’s one side of video understanding. Video generation, are we still gonna have tools where it’s like, I wanna generate two hours, twenty hours? there’s a infra way to do it in batches and stitch it together, but, like, do we just keep scaling? Do we just continue long generation consistency, all that at scale? And, like, tying it into where we’re at now from we looked at Runway two to four point five Gen-3, Sora, and Runway’s Scaling Inflection Anastasis [00:34:58]: Yeah. Vibhu [00:34:58]: Like, technically, what advancements have we made to today, and then where do you see things still going? Anastasis [00:35:04]: So part of the answer is definitely scale. and that was. We learned that lesson in a big way for with Gen-3. So Gen-3 was the model we released the year after, like in 2024. That was a few months after Sora was released. so yeah, there’s an interesting story of that came to be as well. Gen-3 for us was, the first time that we really needed to build. we had to learn all the lessons that the language model world learned in two in three years in the span of a few months. one of the biggest changes of Sora was using diffusion transformers instead of convnets. So a lot of the early, latent diffusion models were all, convnets for the diffusion model part. And the diffusion transformer paper came at some point in 2023, and it showed scaling laws for image, diffusion transformers. And we realized at that point that we needed to invest in infrastructure for model parallelism, for really scaling training to larger than, a few billion parameter models. And we spent maybe the, most of the fall of 2023 building out our infrastructure for distributed training. And we had a lot of false starts and a lot of failure in trying to scale, image and video diffusion transformers. And at that point, February 2024, Sora comes out, and the results are Anastasis [00:36:35]: Very much superior to what Gen-2 could produce. There were a lot of, a lot of chatter on Twitter about Runway. Runway’s done. like, there is no way Runway will catch up. And if you remember, also OpenAI in the early twenty-It felt very, like it’s a Swyx [00:36:56]: To the moon Anastasis [00:36:57]: It’s a formidable opponent now, but at that point, it, they were on the top of their game. nobody could even get close to them. There was maybe Gemini was just the first version of Gemini had just released. So when OpenAI came with Sora and it was such a big jump of like quality, it gave me, there was like an existential crisis for a few hours. But that, I think the amazing thing about Runway and like I think the, we’ve been around eight years now, which is almost we’re dinosaur in AI, and we had to like, we had there was a lot of those moments we had to learn, adapt very quickly and build out skill set in the team that we didn’t have. And so, if you ask anyone what is their favorite time at Runway that was there during that time, it was that push in like three months to get to a model better than Sora. and it, we scaled 10x the model scale, the model size and the, compute that we were training on. we figured out model parallelism. We had zero expertise in that. And then we came out with Gen-3 during that summer. So that was a big turning point, I think, for the company where the research org grew very quickly, and we really started pursuing this vision of the general world model, in earnest, I think after Gen-3 was out. Swyx [00:38:12]: Yeah. that’s the amazing thing about building when you’re building. There’s no stack to. You have to invent everything yourself. You have to be completely full stack. Now I think like there are inference specialists like Fal or whatever that can help with like, model serving, and I think you guys work with them as well. but yeah, like it’s, it. But at the time, it was just. It’s very interesting to think about what you do when Sora comes out and people are questioning whether your company should still exist. Distillation, Turbo Models, and Real-Time Video Anastasis [00:38:41]: Yeah. And yeah, there was no, there was no VLM of diffusion models. Like, we had to build the whole model serving infrastructure and make things efficient. And a few months after we released Gen-3, we released the Turbo ve

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