Interactive models need realistic counterfactuals
Anastasis Germanidis argues that interactive models should produce equally realistic outcomes for different actions. He sees this as an important gap between video models and world models.
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Original excerpt
if you have an interactive model, you want it to be able to generate counterfactuals. Like, if I take this action versus this action, you want it to generate equally realistic outcomes. so that’s, I think, the big gap between video models and world modelsRunway’s WorldPrompt and the Engineering of Real-Time Worlds
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