SuperSim
Planning a Hierarchical AI-Driven Simulation System
Introduction: We propose a novel simulation architecture that leverages state-of-the-art AI â including Hierarchical Reasoning Models (HRMs), knowledge distillation, and diffusion models â to create rich, dynamic worlds. The idea is to orchestrate many small, efficient AI models working in concert, rather than one monolithic AI, to simulate organic systems (human behavior, animal ecologies, etc.) in real time. This approach draws inspiration from recent advances like Google DeepMindâs Genie 3 world model for generative environments and AI experiments in games like Minecraft, but extends them with a hierarchical multi-model design for greater fidelity, scalability, and deployment flexibility. Below, we outline a comprehensive plan covering target applications, system architecture, real-time performance, edge deployment, modeling of complex behaviors, and relevant tools.
Applications in Gaming and Research Simulations
The envisioned system serves both gaming and research purposes. In gaming, it would enable immersive open-world environments filled with AI-driven characters and ecosystems that behave realistically. This promises more engaging gameplay â imagine non-player characters (NPCs) with believable personalities, or ecosystems where animals and weather evolve dynamically. In scientific and research simulations, the same technology can model complex social or ecological systems for experimentation. For example, sociologists might simulate populations with human-like decision-making, or biologists might simulate wildlife in a changing environment. Notably, Stanfordâs âgenerative agentsâ work demonstrated that AI agents given a biography and an AI âmindâ can interact in human-like ways (planning parties, forming relationships, etc.)hai.stanford.eduhai.stanford.edu, which shows the potential for both game NPCs and social science models. The key takeaway is that a general architecture of small cooperating models could be configured either for entertainment (game worlds) or for research (simulating reality), by simply changing the scenario and tuning the AI behaviors.
Hierarchical Multi-Model Architecture
At the heart of our plan is a hierarchical multi-model architecture. Instead of one giant model controlling the entire simulation, we structure the AI into layers and modules, each specialized for a certain aspect of the simulation. This hierarchy draws on the concept of HRM (Hierarchical Reasoning Model) and the classic AI idea of separating âmindâ and âbodyâ:
-
High-Level âMindâ (Agent Personality & Reasoning): Each simulated entity (human or animal) is controlled by a high-level reasoning module that handles abstract planning, decision-making, and personality. This could be a small HRM-based model that thinks in a multi-step latent process akin to a humanâs deliberative thoughtventurebeat.comventurebeat.com. HRM research shows that a two-tier model (with a slow abstract planner and a fast detail handler) can achieve deep reasoning with tiny model size (27M params) and minimal dataarxiv.orgarxiv.org. Such a module would generate an agentâs goals or intentions (e.g. âfind food,â âgo to work,â âhelp a friendâ) and maintain memory or context (for continuity in behavior and interactions).
-
Low-Level âBodyâ (Physical Action & Simulation): Beneath the high-level mind, each agent has a low-level body simulation model that takes goals or control signals from above and turns them into detailed actions or physical movement. This could be a fine-tuned policy network or even a small diffusion model that outputs the next state of the agentâs body (e.g. joint movements, path to walk, etc.) in a physically realistic way. The HRMâs low-level module concept â handling rapid detailed computation while the high-level sets directionventurebeat.comventurebeat.com â can be applied here: the body model handles immediate responses (like balancing, collision avoidance, lip-sync for speech) under the guidance of the personality model. In essence, each agent thinks at two timescales: strategic (mind) and tactical (body).
-
World Model (Environment Generation & Global Consistency): On top of individual entities, we have a world generation model managing the global environment and physics. This could be akin to Googleâs Genie 3, which generates interactive 3D worlds from text promptsdeepmind.google, or other diffusion-based simulators. The world model ensures the environment responds to agent actions and remains coherent. For example, if one agent builds a fire, the world model might generate light and smoke; if multiple agents push an object, the physics and scene update accordingly. Notably, Genie 3 demonstrated real-time generated environments at 24 fps in 720pdeepmind.google, and can simulate natural phenomena (water flow, lava, weather) interactivelydeepmind.googledeepmind.google. Our system would extend this by feeding the world model with multiple agentsâ actions. A collection of agent models can interface with the world model via a defined âaction spaceâ (e.g. movement commands, object interactions). The world model ârendersâ the consequences, either through a game engine or neural generator, thus maintaining a shared reality for all agents. (We address below how multiple agents are handled, as itâs a known challenge â Genie 3âs creators note that modeling interactions between multiple independent agents in one environment is still an open problemdeepmind.google.)
How it all works together: Each simulated being has its own brain (high-level + low-level model pair). These brains run in parallel, deciding what to do next based on the agentâs observations and goals. Their intended actions are sent to the central world model or simulator, which integrates them and updates the global state. The world model then provides feedback (e.g. updated observations or rendered frames) to all agents. This creates a feedback loop: agents perceive the world, think and act, the world changes, and the cycle repeats â just like real life. By orchestrating many specialized models this way, we achieve modularity (each component can be optimized or replaced independently) and scalability (adding more agents = adding more small models, not retraining a huge model).
Generative Worlds and Diffusion Models
To achieve high fidelity and variety in the simulation, we leverage diffusion models and other generative AI for both environment and entity simulation. Diffusion models have recently emerged as powerful simulators for images, video, and even game environments. For example, the GameNGen project showed that a modified diffusion model (based on Stable Diffusion) could simulate the entire game of DOOM in real time, producing game frames and state updates (health, ammo, etc.) at ~20 FPS with quality comparable to the original gamearxiv.org. Similarly, the open-source Oasis model (500M parameters) can generate a playable Minecraft-like world with physics, lighting, inventory, and multiple biomes â essentially a game engine run by AImedium.commedium.com. These successes indicate that a diffusion or transformer-based model can learn world dynamics and render them on the fly.
In our architecture, the world generation model could be a diffusion model trained on myriad world trajectories, capable of predicting the next âsnapshotâ of the world given the current state and agentsâ actions. It would function as an AI-driven game engine. However, to maintain stability and consistency (especially over long simulations with many agents), we might incorporate memory mechanisms or hybrid approaches (e.g. having the world model generate high-level events or visuals, while a lightweight physics engine ensures basic consistency for collisions, etc.). Research like WorldMem explores adding memory to video diffusion models for long-term consistencyctol.digital, which could help keep our generated world coherent over hours of simulation.
On the entity level, diffusion or generative models could aid in realistic behavior generation too. For example, an action diffusion model might generate smooth motion trajectories for a character (like running, jumping) that look natural. This would be conditioned on the high-level intent (from the personality model) and the environment state. Because diffusion models excel at producing complex, realistic variations, an agentâs body model using diffusion could produce fluid, lifelike animations on the fly, beyond what a canned animation system can do. Recent works in robotics have started exploring diffusion policies for complex motor control, suggesting this is feasible for real-time control with optimization.
Why generative models? They enable open-ended content creation. Traditional simulations are limited by pre-programmed assets and rules. By using generative AI, our system can create new scenery, objects, or behaviors dynamically. For instance, if a scenario in the game calls for an unprecedented event (âa magical creature appears and does something uniqueâ), a generative model can invent visuals and motions for it in real-time, instead of needing a developer to have animated that beforehand. This is crucial for truly dynamic, unscripted worlds.
Figure: Scenes generated by a generative world model (DeepMindâs Genie 3) demonstrate the diversity and realism possible with diffusion-like techniques. Genie 3 can create dynamic 3D environments from text prompts and allow real-time navigation, maintaining physical and visual consistency in the worlddeepmind.google. Such a model can form the environment engine of our simulation, handling terrain, weather, and global events in response to agent actions.
One challenge is ensuring that multiple agents can be handled by the world model. If the world model is neural (like Genie/Oasis), it typically has been conditioned on a single agentâs actions (e.g. the playerâs input). We need to extend this to multi-agent conditioning â possibly by feeding in a combined representation of all agentsâ actions at each time step. This might involve encoding each agentâs action and position into a structured input (like a channel or tokens) for the world model. If this proves too complex for one model, an alternative is to divide the world into regions or layers, each handled by a model (for example, one model per major area of the map), or to have each agentâs local environment generated by its own model (with overlap regions synchronized). These are design questions for research, but given that interaction among multiple agents is cited as an open challenge for current world modelsdeepmind.google, our approach of multiple coordinated models is a logical way to tackle it.
Real-Time Interactivity and Performance
Real-time interactivity is a core requirement: the simulation should respond to inputs (player actions or new events) immediately, suitable for interactive games or live simulations. Achieving this means our ensemble of models must run efficiently and in parallel. Several strategies ensure responsiveness:
-
Parallel and Hierarchical Processing: By design, the high-level (mind) and low-level (body) models for agents can run concurrently across agents. Each agentâs thinking can happen in parallel, ideally on separate threads or hardware cores. This mirrors how in a game engine, each NPCâs AI and physics update can be parallelized. The HRM architecture is inherently parallel in its reasoning (it doesnât need to generate long token sequences step-by-step) â in fact, HRM executes a whole chain of reasoning within one forward pass, leading to dramatically lower latencyventurebeat.com. Sapientâs HRM paper indicates up to a 100Ă speedup in task completion time compared to traditional LLM chain-of-thought reasoningventurebeat.com. This is perfect for real-time needs: an HRM-based agent can plan and act much faster, avoiding the long delays one might get if using a large LLM to think token by token.
-
Frame Rate and Update Loop: We will establish a simulation update loop (like a game loop) that balances frequency of world updates with AI computation. For instance, aim for 20â30 frames per second world updates (Genie 3 achieves 24 fpsdeepmind.google, Oasis ~20 fps on high-end hardwaremedium.com). In each frame tick, every agentâs low-level model computes the next action (which could be as simple as a movement vector or as complex as a full-body pose), guided by its high-level goal. The world model then generates the new state/frame. If using heavy generative models for the world, we might run that at a slightly lower framerate or resolution on weaker devices, but keep the control loop (agents deciding and physics updates) at a steady rate to maintain responsiveness.
-
Asynchronous Processing:Â Not every model needs to run at the same frequency. For example, the high-level personality model might only need to update its plan occasionally (say, a few times a second or when conditions change), whereas the low-level control runs every frame. This is analogous to how humans donât deeply deliberate at every split second â we set an intention and then carry it out. By running the heavy planning less frequently, we save computation. Meanwhile, quick reflexes can be handled by lightweight models or even classic algorithms (e.g. obstacle avoidance might be a simple vector computation rather than a neural net).
-
Latency optimization: We will optimize each model for low inference latency. Techniques include model quantization (reduced precision math), compiler optimizations (using ONNX Runtime, TensorRT, etc.), and perhaps custom hardware acceleration (GPUs, NPUs or even ASICs if available, as Oasis uses upcoming Sohu accelerator chips for speedmedium.com). The modular design means each model is smaller and can potentially fit on-chip, reducing memory bottlenecks. If any single model is too slow, we consider splitting its work (for example, if a diffusion model canât do 24 fps at high res, we use a coarser diffusion model plus a fast upsampling network, or fall back to a simpler graphics for that frame).
Finally, we must consider the player input (or dynamic events) and how the system reacts without noticeable delay. Because our agents are continuously running, a playerâs action (like talking to an NPC or causing a disturbance) would instantly enter the loop as just another input that agents perceive in the next cycle. The affected agentâs HRM can quickly recompute a response (HRM needs only a forward pass for a chain of reasoningarxiv.orgventurebeat.com). Thus, the design is well-suited to real-time interactivity â itâs event-driven and parallel, much like how modern game engines handle user inputs each tick.
Edge Deployment via Efficient Models
A major goal is to support mobile and edge deployment, meaning the simulation can run on devices with limited compute (smartphones, AR/VR headsets, or edge servers) without relying on a cloud supercomputer. Our approach to achieve this is to use many small, efficient models instead of a few massive ones, and apply aggressive model optimization techniques:
-
Knowledge Distillation: This technique is crucial for compressing model sizes while preserving performance. We can train large âteacherâ models offline for various tasks (e.g., an LLM that perfectly drives an NPCâs dialogue or a high-capacity world model) and then use them to supervise smaller âstudentâ models that will run on-devicequantamagazine.orgquantamagazine.org. Distillation has a decade of research behind it and is widely used by industry to make models more efficientquantamagazine.org. For instance, a complex personality LLM might be distilled into a 100 million parameter model specialized for in-game dialogue, retaining much of the nuance but using a fraction of memory. In fact, news reports suggest even proprietary large models have been replicated via distillationquantamagazine.org â underscoring how powerful this method can be for squeezing performance into smaller packages.
-
Model Quantization and Pruning: Beyond distillation, we will use 8-bit or 4-bit quantization for neural weights where possible, and prune unnecessary neurons. Many on-device AI frameworks (Core ML, TensorFlow Lite, etc.) support quantized models that run faster and use less RAM, at slight accuracy cost. In our scenario, if an agentâs brain is e.g. 27M parameters (like HRM) at full precision, quantizing to 8-bit effectively cuts memory by 4Ă, making it very feasible for a modern phone. TinyGrad or LLM.int8() techniques might allow even running small transformer or HRM models on mobile NPUs.
-
Specialized Efficient Architectures: We will favor model architectures known to be lightweight. HRM itself is an example: it achieves high reasoning power with 27M params and no giant context window, which is edge-friendly by designarxiv.org. Similarly, diffusion models can be heavy, but there are research efforts into lightweight diffusion (e.g. mobile diffusion models that use smaller U-Nets or knowledge-distilled diffusion). If needed, we can also convert recurrent patterns (like LSTMs or finite-state automata) for simpler tasks instead of deep networks â whatever gives the best speed per accuracy.
-
Distributed Computing on Edge: If the simulation has many agents, we can distribute the computation. For example, in a multiplayer AR game, each playerâs device might simulate nearby agents, and a small edge server coordinates the global world state. Because each model is relatively small, itâs possible to allocate, say, one CPU core per agent or dedicate the mobile GPU to the world model. The modular approach means the system is flexible to deploy: on a high-end PC, you might run everything locally; on a mobile, you might run critical agents locally and offload the rest to an edge server. The lower inference latency achieved by HRM and other efficient models means even if some cloud communication is needed, the overall experience stays responsiveventurebeat.com.
In summary, by using distilled, optimized models, we ensure the simulation can scale down to smaller devices. This stands in contrast to running a huge GPT-4-sized model, which would be impossible on a phone. Our philosophy is that a network of specialized AI microservices (each honed for a task and pruned to essentials) can collectively outperform a single bloated model, especially under tight compute budgets.
Simulating Human Behavior and Organic Systems
One of the most exciting prospects of this system is the ability to simulate organic systems with high realism â from individual human behaviors and personalities, to groups and societies, to animals and ecological environments. Achieving this requires careful design of the models and their training data:
-
Human Behavior & Personalities: We plan to imbue each human NPC with a distinct personality model. This high-level model would be initialized with parameters or embeddings representing traits (e.g. friendliness, aggressiveness, knowledge base, etc.). It could be fine-tuned on dialogues or decisions that exemplify certain personality types. When running, it generates decisions consistent with that character â as seen in generative agent studies where a short biography leads to believable distinct behaviorshai.stanford.eduhai.stanford.edu. They remember events and have goals; our architecture could implement this via each agentâs memory log that the personality model (or a memory subsystem) can query. For realism, we incorporate psychological models â for instance, a simplified Big Five personality profile could modulate the agentâs choices (e.g. high curiosity leads to exploring new areas of the world, high agreeableness leads to helping others). The interactions between agents then produce emergent social dynamics. As a proof-of-concept, Stanfordâs generative agents formed friendships, scheduled a Valentineâs Day party together, etc., all driven by AI reflectionshai.stanford.eduhai.stanford.edu. We aim for similar emergent social realism in our game/research sim.
-
Physical Bodies (Human or Animal): The body simulation model for humans and animals must respect anatomical and physical constraints. We would likely train these on motion capture data or physics simulations so that, for example, a human agentâs movements are biomechanically plausible and animals move naturally for their species. Modern approaches like reinforcement learning with motion imitation or diffusion-based motion synthesis can produce life-like animations on the fly. For animals, their instincts can be encoded in their high-level model (e.g. predator vs prey behavior), while their low-level model handles locomotion (flying, swimming, etc.). Our architecture easily supports having different model types per category of entity â e.g., a bird might use a flying dynamics model, a human uses a bipedal walking model, etc., all coordinated in the same simulation.
-
Ecological and Environmental Systems: Beyond individual agents, an authentic world needs ecosystems: plants growing, weather patterns, day-night cycles, food chains. Here we might integrate specialized simulation modules. For example, a simplified climate model could govern temperature and weather events, or we could use diffusion models to generate weather effects visually (Genie 3 already shows capability in simulating water, lava, etc.deepmind.google). Plant growth might be handled by procedural generation rules or a neural cellular automata model. Importantly, these environmental systems would provide feedback to the agents â e.g. animals migrate when seasons change, humans take shelter in storms, etc. We can treat these systems as additional agents or modules in the architecture: a âweather agentâ that decides when it rains (perhaps powered by a small climate neural net), an âecosystem modelâ that periodically adjusts animal populations, and so on. By modularizing this way, the complexity of the world is managed in pieces.
-
Learning and Adaptation: We should allow that agents not be static. Just as real people and animals learn from experience, our agent models could update or fine-tune during the simulation (with caution to avoid drift). Techniques like online learning or meta-learning might let an NPC adapt to the playerâs actions over a long game (e.g. an NPC rival that learns the playerâs strategies). In a research context, this is even more pertinent: e.g., to simulate cultural evolution, agents could have learning algorithms that adjust their behavior rules over time. Since our architecture separates high-level reasoning from low-level control, we might let the high-level model learn new strategies while the low-level model remains fixed for stability (or fine-tune low-level slowly to adapt to new terrain etc.). The memory module is crucial here: by storing key past experiences, the personality model can âreflectâ and change future decisions (similar to how generative agents had memory streams that they reflected on to form planshai.stanford.edu).
Figure: A virtual town environment from Stanfordâs Generative Agents research, where each character is driven by an AI agenthai.stanford.edu. The characters autonomously go about daily activities â chatting over coffee, working, making plans â and their behaviors are not scripted by developers but emerge from the agentsâ memories and personalitieshai.stanford.eduhai.stanford.edu. This illustrates the kind of human-like, organic behavior we aim to reproduce in our simulation, with each agentâs âmindâ directing believable interactions in a shared world.
In implementing these systems, it will be important to validate realism. We can use metrics like: Do human agents behave in ways players find believable? Do animal populations follow logical cycles? If using this for research, we might compare the simulation outcomes with real-world data (for instance, does an epidemic spread in the sim in a way that qualitatively matches epidemiological models?). The modular design allows swapping in more accurate models if needed â e.g., plug in a well-known ecological simulation for predator-prey dynamics as one module, alongside the learned AI models for individual animal behaviors.
Existing Tools and Building Blocks
While our concept is ambitious, we can leverage and build upon many existing tools, libraries, and research that align with our goals:
-
Game Engines for Integration: Engines like Unity3D or Unreal Engine can serve as the backbone for rendering and physics, and they increasingly support embedding AI. Unityâs ML-Agents toolkit, for example, allows training and running neural network policies inside the game loop. We could use a game engine primarily as a real-time renderer and collision physics handler, while our AI models control the logic. This hybrid approach can save time (no need to reinvent basic physics) and ensure the visuals are smooth, especially on platforms where these engines are optimized (mobile GPUs, etc.).
-
AI Frameworks: For the AI models themselves, frameworks like PyTorch (and the optimized mobile version PyTorch Mobile) or TensorFlow Lite will be useful to run inference on devices. We might use Hugging Face Transformers library for leveraging pre-trained models and then distilling them. There are also specialized libraries for knowledge distillation that can ease the process of training student models (for example, OpenAIâs Guided Distillation or various academic codebases from distillation research). These can accelerate compressing a GPT-scale model down to something edge-friendly.
-
Hierarchical / Neurosymbolic AI Projects: Our approach shares themes with hierarchical reinforcement learning and neurosymbolic AI. Libraries like Ray RLlib (for multi-agent RL) or OpenAI Gym/PettingZoo (for multi-agent environments) might provide useful scaffolding for training our agent models before deployment. Also, the HRM itself is open-sourced by Sapient (the GitHub was mentioned in VentureBeatventurebeat.com), meaning we might directly experiment with their 27M model architecture as a starting point for agent brains.
-
Generative World Model Projects: We should examine open releases like Oasis (the authors have released code and weights for the Minecraft world modelmedium.com). We can study how they condition on inputs and perhaps repurpose their model for our needs (or at least use their training data pipeline to create our own world model). Likewise, DeepMindâs Genie or GameNGen might not be fully open, but research papers and demos provide insight on architecture. Thereâs also an arXiv paper âMatrix-Game: Interactive World Foundation Modelâarxiv.org which might have related techniques for controllable game world generation â worth reviewing for ideas like how to allow user control while maintaining generation quality.
-
Agent Memory and Dialogue: For the memory and communication aspect, we can use NLP tools. Perhaps a lightweight semantic memory system using something like FAISS (vector search) to let agents recall relevant facts quickly. For dialogue, smaller language models like distilled GPT-2 or LLaMA-7B with domain fine-tuning could handle in-character speech for NPCs without an internet-scale model. There are also libraries for conversational AI on-device (e.g. Googleâs LaMDA variants or the open-source Alpaca models) that could be distilled for our purposes. The Stanford generative agents code (if published on GitHubgithub.com) might provide a blueprint for structuring agent memory, retrieval, and reflection.
-
Mobile Deployment Tools: Finally, to actually deploy on mobile/edge, frameworks like TensorFlow Lite, ONNX Runtime, or device-specific SDKs (e.g. Qualcommâs SNPE for Snapdragon NPU, Appleâs CoreML for Neural Engine) will be used to run the models efficiently on hardware. These often come with sample apps and best practices for scheduling multiple neural nets without saturating the device (like running some on CPU vs GPU vs NPU concurrently). Given our multi-model setup, we can assign different models to different processors (e.g. vision-heavy diffusion on GPU, logic on CPU). Companies are already demonstrating complex AI apps on mobile â for instance, some smartphones can now run a 7B-parameter language model entirely locally. With our smaller expert models, weâre in a good position to fit everything on an edge device.
Note: While existing tools can jump-start development, our ultimate architecture is quite cutting-edge. We should be prepared to develop custom glue code and possibly innovate on training regimes. The goals are paramount â if no library does exactly X, weâll implement it ourselves or simplify the approach to meet the goal. For example, if true multi-agent generative world modelling isnât solved by existing code, we might initially simplify by giving each agent a limited viewport and running a separate instance of a world model for that (then syncing global state). Gradually, as research evolves, we can integrate more advanced solutions. The modular design ensures we can swap in improved components (say, a better diffusion model or a more efficient HRM variant) without overhauling the whole system.
Conclusion and Next Steps
To summarize, the plan is to combine the latest AI techniques in a hierarchical, modular simulation system that can drive rich interactive worlds on modest hardware. We will use Hierarchical Reasoning Models for fast and efficient agent brains (enabling complex reasoning with low latencyventurebeat.com), apply knowledge distillation and optimization to make these models small enough for edge deploymentquantamagazine.org, and employ diffusion/generative models to create the world and visual dynamics in real timearxiv.org. This approach is inspired by the successes of generative world models like Genie 3 and Oasis, as well as multi-agent AI experiments (Minecraft AI agents, generative social simulations) â but it pushes further by orchestrating many specialized models together for greater overall capability.
Moving forward, important steps will be: (1) prototyping a simple version of this pipeline (perhaps in a 2D grid-world or Minecraft-like setting) to validate that multiple distilled models can cooperate; (2) scaling up the world generation model and agent behaviors to more complex 3D environments; and (3) rigorous testing for real-time performance on target edge devices, iterating on optimizations as needed. As research continues to advance (e.g. new techniques for multi-agent generative simulations or even more efficient reasoning models), we will incorporate those improvements. The vision is ambitious, but by breaking the problem down into manageable AI components, we can incrementally build toward consistent, interactive, and highly realistic simulated worlds. This system could revolutionize both gaming â with NPCs and worlds that feel truly alive â and scientific simulations, by providing a sandbox to study emergent behaviors of complex systems under various scenarios. With careful planning and the best methods available, we are on the path to making this a reality.
Sources:Â The ideas and approach outlined are informed by recent AI research and developments, including the HRM model for efficient reasoningventurebeat.comventurebeat.com, industry use of knowledge distillation for model compressionquantamagazine.org, diffusion-based simulators for game environmentsarxiv.org, and experiments in generative agents for human-like NPC behaviorhai.stanford.eduhai.stanford.edu, as cited throughout. Each of these advances contributes a piece to the puzzle, and our proposal integrates them into a cohesive framework.
Citations
[
Computational Agents Exhibit Believable Humanlike Behavior | Stanford HAI
https://hai.stanford.edu/news/computational-agents-exhibit-believable-humanlike-behavior
Computational Agents Exhibit Believable Humanlike Behavior | Stanford HAI
https://hai.stanford.edu/news/computational-agents-exhibit-believable-humanlike-behavior
New AI architecture delivers 100x faster reasoning than LLMs with just 1,000 training examples | VentureBeat
New AI architecture delivers 100x faster reasoning than LLMs with just 1,000 training examples | VentureBeat
[2506.21734] Hierarchical Reasoning Model
https://arxiv.org/abs/2506.21734
[2506.21734] Hierarchical Reasoning Model
https://arxiv.org/abs/2506.21734
New AI architecture delivers 100x faster reasoning than LLMs with just 1,000 training examples | VentureBeat
New AI architecture delivers 100x faster reasoning than LLMs with just 1,000 training examples | VentureBeat
Genie 3: A new frontier for world models - Google DeepMind
https://deepmind.google/discover/blog/genie-3-a-new-frontier-for-world-models/
Genie 3: A new frontier for world models - Google DeepMind
https://deepmind.google/discover/blog/genie-3-a-new-frontier-for-world-models/
Genie 3: A new frontier for world models - Google DeepMind
https://deepmind.google/discover/blog/genie-3-a-new-frontier-for-world-models/
Genie 3: A new frontier for world models - Google DeepMind
https://deepmind.google/discover/blog/genie-3-a-new-frontier-for-world-models/
Diffusion Models Are Real-Time Game Engines
https://arxiv.org/html/2408.14837v1
Oasis: A Universe in a Transformer â A New Paradigm in AI Generated Gaming | by Muhammad Omer Bin Atique | Medium
Oasis: A Universe in a Transformer â A New Paradigm in AI Generated Gaming | by Muhammad Omer Bin Atique | Medium
WORLDMEM Introduces Memory-Driven Video Diffusion Model for ...
https://www.ctol.digital/news/worldmem-memory-driven-video-diffusion-persistent-simulation/
New AI architecture delivers 100x faster reasoning than LLMs with just 1,000 training examples | VentureBeat
Oasis: A Universe in a Transformer â A New Paradigm in AI Generated Gaming | by Muhammad Omer Bin Atique | Medium
Oasis: A Universe in a Transformer â A New Paradigm in AI Generated Gaming | by Muhammad Omer Bin Atique | Medium
[2506.21734] Hierarchical Reasoning Model
https://arxiv.org/abs/2506.21734
How Distillation Makes AI Models Smaller and Cheaper | Quanta Magazine
https://www.quantamagazine.org/how-distillation-makes-ai-models-smaller-and-cheaper-20250718/
How Distillation Makes AI Models Smaller and Cheaper | Quanta Magazine
https://www.quantamagazine.org/how-distillation-makes-ai-models-smaller-and-cheaper-20250718/
How Distillation Makes AI Models Smaller and Cheaper | Quanta Magazine
https://www.quantamagazine.org/how-distillation-makes-ai-models-smaller-and-cheaper-20250718/
Computational Agents Exhibit Believable Humanlike Behavior | Stanford HAI
https://hai.stanford.edu/news/computational-agents-exhibit-believable-humanlike-behavior
Computational Agents Exhibit Believable Humanlike Behavior | Stanford HAI
https://hai.stanford.edu/news/computational-agents-exhibit-believable-humanlike-behavior
Computational Agents Exhibit Believable Humanlike Behavior | Stanford HAI
https://hai.stanford.edu/news/computational-agents-exhibit-believable-humanlike-behavior
Computational Agents Exhibit Believable Humanlike Behavior | Stanford HAI
https://hai.stanford.edu/news/computational-agents-exhibit-believable-humanlike-behavior
Computational Agents Exhibit Believable Humanlike Behavior | Stanford HAI
https://hai.stanford.edu/news/computational-agents-exhibit-believable-humanlike-behavior
New AI architecture delivers 100x faster reasoning than LLMs with just 1,000 training examples | VentureBeat
Oasis: A Universe in a Transformer â A New Paradigm in AI Generated Gaming | by Muhammad Omer Bin Atique | Medium
Matrix-Game: Interactive World Foundation Model - arXiv
https://arxiv.org/html/2506.18701v1
](https://arxiv.org/html/2506.18701v1#:~:text=Matrix,for controllable game world generation)[
Generative Agents: Interactive Simulacra of Human Behavior - GitHub
https://github.com/joonspk-research/generative_agents
New AI architecture delivers 100x faster reasoning than LLMs with just 1,000 training examples | VentureBeat
All Sources
[
hai.stanford
venturebeat
arxiv
deepmind
medium
ctol
quantamagazine
github