points by Bjorkbat 2 days ago | 0 comments
This is a reflection of a complaint I frequently make about so called "world models". It's more accurate to call them video game models. They don't simulate the world, they simulate video games. For that reason a common issue with them is that the physics are video game physics rather than real world physics.
[–] rcoveson 2 days ago
[–] monk_grilla 2 days ago
Yes this is right. Something about the way it works under the hood means it wants: 1. bust falls 2. it crushes the watermelon 3. it teeters 4. it settles on the plinth. It is sort of interpolating between these states, which it feels are a realistic sequence of events, not actually attempting to model what would happen in a real "world".
However, I don't think that's the problem in the example of the marble bust not toppling. It would have toppled in a video game engine as well; they model gravity and inertia just fine.
I think what's happening is the model isn't being a world model at all, it's being a language model. It's trying to make the "scripted" thing happen, and it probably "feels" like the script should end in the bust on the pedestal.