Loading video...

Video Failed to Load

Go Home

i built the 1st game ever on LingBot 2 world model - fits entirely in one node graph - VLM monitors the state in real time - survive longer →new weapons/monsters - powered by Robbyant at 48 fps on reactor available now via API → one call = a...

105,404 views • 3 months ago •via X (Twitter)

0 Comments

No comments available

Comments from the original post will appear here

Related Videos

This World Model 'LingBot-World-Infinity (LingBot-World 2.0)' just released from Ant Group looks realy promising. It is an open causal world model with an Agentic harness. Most interactive world models hold together for a few minutes. Then textures smear and geometry warps. That's a video model, not a world — and Robbyant just drew the line at the attention mask. They released LingBot-World-Infinity (LingBot-World 2.0) — a 14B open causal video world model built on Wan2.2, trained with a Mixture of Bidirectional and Autoregressive (MoBA) attention mask, then distilled into a few-step real-time generator with no post-hoc drift filtering anywhere in the stack. Here's what's actually interesting: → Pure teacher forcing overfits — as context grows, the model leans on context instead of predicting frames. MoBA appends a bidirectional full-attention block as a regularizer → Leak-free cross-attention: AR rows attend to background prompt a_B plus chunk prompts a_≤i, lower-triangular. Bidirectional rows see one global prompt a_G → DMD runs over long self-rollout trajectories, not teacher-forced states — the student is optimized on the distribution its own errors induce → Director-Pilot harness: a VLM proposes event cards, the DiT generator renders physical dynamics. Mode B adds a SAM tracking loop for object-centric interaction → One 60-minute uninterrupted session, 20 distinct scenarios, no perceptible decay Full analysis: Paper: Model weight: GitHub Repo: Project: Ant Group Robbyant

Marktechpost AI

233,449 views • 3 months ago

At Avalon we are building "Real-time creating" - the ability to generate gameplay ready persistent worlds prompted from text. While others are building real-time video world models, Avalon is building real-time world generation inside a fully playable, persistent multiplayer engine. Internally running at 3840×2180 at 60 FPS. Built on Unreal Engine. Multiplayer by default. Persistent by default. Gameplay-ready by default. This is not a video latent replay. Not a simulation of interaction. It is a real 3D world with physics, logic, and authoritative multiplayer state. Avalon is trained on proprietary Avalon interaction data and powered by a hybrid system that combines language understanding, 3D model generation, procedural systems, and structured gameplay logic synthesis. Players can walk through a live world and generate environments, assets, mechanics, and entirely new gameplay modes using natural language. We accomplish this through a combination of 3D model generation, game logic generation based on our proprietary systems, and AI driven world creation. While other players are inside it. Changes persist instantly. State is synchronized in real time. Creation happens inside the world, not outside of it. Describe a biome. Spawn a civilization. Create a survival mode. Build a dungeon crawler. Launch a new game inside the world. Avalon interprets intent and integrates it directly into the live multiplayer environment. This is not a world model predicting video. This is a gameplay engine that understands language. If you can describe it, you can build it. And others can walk into it instantly.

AVALON

66,037 views • 7 months ago