Google DeepMind 领衔研究员谈 Genie 3 与构建世界的未来
Jack Parker-Holder × Shlomi Fruchter × Anjney Midha × Marco Mascorro × Justine Moore × Erik Torenberg
- Genie 3 的意义不止于生成更好的视频:它是一类全新的模型,能根据几句话实时生成可交互的世界。 1分钟的空间记忆、逐帧一致性和即时控制,把被动观看的视频变成可探索的环境——“实时性确实有某种魔力”(there is something magical about the real-time aspect)。目前仍是研究预览版,团队希望扩大访问范围,但没有给出具体时间表。
- 这次跃迁来自 Genie 2、Veo 2 和 GameNGen 此前各自分散的能力实现合流。 团队选择了最激进的交集:在同一个模型里同时实现更高分辨率、实时生成和“1分钟以上的记忆”,尽管这些目标彼此冲突。最终成果在约7个月后问世,市场反响也超出了创作者预期。
- 空间持久性是明确设计的目标,但最终质量仍让研发团队感到意外。 Genie 3 不依赖显式 NeRF、Gaussian splatting 或其他固定的3D表示,而是逐帧生成;团队认为,这一选择是模型能够跨环境泛化的关键。目前的设计可保留1分钟记忆,但 Shlomi 表示这“没有根本性的限制”。
- 规模和更广泛的训练数据正在带来越来越可信的物理行为,但研究人员仍不愿将其称为类似 LLM 的推理。 在示例中,角色进入水里通常会游泳,滑雪下坡会加速、上坡会减速或停下,走近一扇门时门可能会打开;一些风暴、光照和水面的效果,甚至会让非专业人士误以为是真实场景。模型更难处理的是低概率指令,同时维持世界的一致性——比如在雨天穿人字拖。
- Genie 3 与 Veo 3 仍然分开,因为交互性和电影级生成对应着不同的技术优先级。 Genie 支持导航和行动,但通常没有音频;Veo 3 追求更高的视觉质量门槛,而智能体训练更看重快速的第一人称交互,而非电影级输出。Shlomi 将模态、生成速度和可控性视为彼此正交的维度,而不是注定汇聚到单一模型的路径。
- 一条有希望的路径,是为智能体和机器人提供合成经验。 Anjney 提到一种可能的组合方案,参与其中的智能体名称似乎是 SIMA;Jack 则表示 Genie 3 是环境而非智能体,其他智能体可以通过模拟经验在其中学习。这有望把真实世界数据的逼真度与模拟环境的规模和安全性结合起来,兼得“双方最优”。但模拟仍无法解决执行、运动决策或更广泛的物理响应闭环。
- 团队一方面称 Genie 3 比此前预期领先数年,另一方面也强调它距离准确的世界模拟器仍相当遥远。 Jack 表示,能生成带记忆、持续1分钟的照片级真实世界,在2-3年前看起来还是5年目标;Shlomi 则提醒,真正把人或智能体放进一个忠实还原的世界,还需要大量工作。由于“我们处在一个加速的时间线上”,团队对日历时间的预测仍刻意保持谨慎。
1. Genie 3 将多条研究路线合并为实时交互环境模型
Jack Parker-Holder 表示,团队此前并不确定外界反响会有多大,但一直认为实时环境生成“早就该来了”。Shlomi Fruchter 回忆,系统快到可以让人立即走动时,真正的转折点出现了:“天啊,我真的可以在里面走动。”为了在发布时传达这种体验,团队邀请熟悉的测试者参与,并加入叠加层,展示世界发生了什么,以及如何用键盘控制它。
Jack 将这次跃迁追溯到3项并行工作:Genie 2 的交互式3D环境、Veo 2 的高质量视频生成,以及被称为 Doom 论文的 GameNGen。内部讨论显示,这些能力彼此互补,于是研究人员尝试了“这个联合项目最激进的版本”。
Genie 2 能生成全新的世界,但合成感仍然明显;Genie 3 则加入了更强的渲染和物理行为、直接文本控制以及逐帧一致性。Jack 表示,如今一些风暴、水面和光照效果,已经达到“非专业人士”可能觉得真实的程度。
2. 空间记忆是目标设计,而非偶然出现
Erik Torenberg 举出的关键例子是:一个角色在墙上刷漆,走开后再回来,原先的油漆仍然完好。Jack 不得不反复播放、冻结画面并进行对比,因为“我当时其实不确定是不是模型生成的”。
这一能力在设计上“完全是有意为之,但实际效果仍然极其令人意外”。Genie 2 只有几秒钟且并不完美的记忆;对 Genie 3 来说,团队将1分钟以上的记忆、实时运行和更高分辨率设为核心目标——这些彼此冲突的要求,最终在约7个月内实现了合流。
团队有意避开基于 NeRF、Gaussian splatting 的显式3D表示,也没有假设世界会保持静止。Jack 表示,Genie 3 改为逐帧生成;团队认为,这对模型跨环境泛化很重要,而不是只在同一个重建场景内保持一致。
当前设计支持1分钟的这类记忆。Shlomi 表示“没有根本性的限制”,而 Jack 将这一上限描述为实时性权衡,对当前版本已经足够。
3. 规模提升了世界理解和物理行为,但不是 LLM 式推理
Shlomi 不愿把世界模型的规模化与 LLM 智能直接画等号:“我不确定‘推理’是不是合适的说法。”真正显现出来的是更好的世界理解——走近一扇门可能会让它打开,而物体、光照和运动越来越符合预期。
更广泛的训练数据带来了基于地形的行为,而不是依赖专门编写的规则。在滑雪示例中,下坡速度很快,而转向上坡时速度会变慢甚至无法前进;角色进入水中通常会游泳并溅起水花。Jack 还以水坑旁的 Wellington boots 为例,说明模型需要捕捉的正是这类符合世界规律的行为。
关键矛盾在于一致性与指令遵循之间的平衡。一个符合常识的世界会让人在下雨时穿着合适的衣物,但提示词可能要求角色穿人字拖;模型必须进入这种“低概率”空间,同时不破坏整体一致性,因为用户往往希望生成的世界比自己的房间更不寻常。
讨论还提到了一个狗的例子:仅凭文字描述,而不是照片,模型就生成了与真实狗狗几乎一模一样的形象。Jack 表示,借助 Veo 团队的经验“让进展获得了涡轮加速”;如果 Genie 团队“孤立工作”,这一过程会花更长时间。
4. Genie 与 Veo 仍然分开,因为优化目标并不相同
Shlomi 将模型设计拆分为彼此正交的几个维度:模态、生成速度和控制程度。即使是音频,也可进一步分为语音和音乐,因此拥有共同血统并不意味着所有能力都应放进同一个模型;“工程是我们研究的重要组成部分”。
Genie 3 支持导航和行动,但通常没有音频;Veo 3 则达到更高的质量门槛,服务于不同的优先级。立即把两者合并在技术上很困难,也未必是两个项目下一步的最佳方向。
智能体训练需要高频行动、第一人称视角和能够完成任务的世界,不一定需要电影级输出;电影制作关注的是另一套质量标准。一位参与者反驳说,Justine Moore 用 Genie 3 也能拍出惊人的电影,促使她简短地提出要求:“给我访问权限。”
5. 能力研究先于杀手级应用
Jack 在2022年启动 Genie,出发点是强化学习的瓶颈:2016年,算法已经在围棋上展现出超越人类的能力;3年后又在 StarCraft 上取得类似突破,但研究人员仍然需要用代码自行设计下一个环境。文生图的进展让团队看到一种更长期的答案——让模型能够生成近乎无限的环境。
Shlomi 列出的方向包括娱乐、智能体训练、帮助智能体理解世界,以及教育,但没有对它们排序。“我们确实想到了一些应用,但这不是推动研究的东西”;目标是继续提升质量、速度和可控性,再让应用自然跟上。
两人都预计,用户会发现团队此前没有预料到的用途,Genie 3 已经出现了这种情况。Jack 仍然把具身智能体放在优先位置,但也承认:“说实话,我真的无法告诉你1年后最大的应用会是什么。”
扩大访问范围正是这一发现过程的一部分,但 Genie 3 目前仍是研究预览版,而不是已经发布的产品。团队“绝对”希望让更多人使用它,但没有给出具体时间表。
6. 合成经验可能填补机器人数据缺口
Anjney 提到一种可能的组合方案:让一个他记得叫 SIMA 的智能体与 Genie 交互。Jack 表示,Genie 3 的定位是环境,而不是能够思考和行动的智能体,因此它可以成为通用模拟器,让其他智能体在其中通过经验学习。
Jack 提到的先例是 AlphaGo:自我对弈和强化学习让它能够测试行动、吸收反馈,并发现第37手这样的棋步。物理智能体也需要同样的经验闭环,但现实世界的数据采集成本高,需要不断重置,而且可能存在安全风险。
现有机器人技术面临一个令人不适的选择:费力收集的数据与下游任务相似,而 MuJoCo 等模拟器允许在仿真中学习,却始终与现实存在距离。Jack 表示,即便所谓“真实”数据,通常也只是受约束、灯光明亮的实验室环境,而不是遛狗、过马路,还要对受惊的行人或手里拿着球的人作出恰当反应。
Genie 的承诺是“兼得双方最优”:构建一个由真实世界数据驱动的模型,让智能体把它当作模拟环境进行探索。Marco Mascorro 指出,机器人技术不只是视觉问题;执行、运动选择以及对环境的响应,仍是未来研究需要填补的空白。
7. 今天的突破距离忠实的世界模拟器仍很远
Jack 给出的“非常笼统”的判断刻意包含两面。带记忆、持续1分钟的照片级真实世界已经足够有吸引力,而且在2-3年前看起来还是5年目标;但普通现实仍然比隔着电脑屏幕观察生成世界丰富得多。
Shlomi 同样认为,模型距离让人进入其中并完成任意行动还很远,但他提醒,“远”不一定意味着日历时间上的遥远。他设想未来可以用模拟环境帮助那些害怕上台或参加播客、或者害怕蜘蛛的人;能否抵达这一目标,取决于是否能准确模拟一个世界,并把人放进其中。
Jack 表示,进展也可能来自叠加在规模化之上的新思路,就像语言模型曾经发生的那样,因此他预计未来还会出现更多重大跃迁,而不是简单触及平台期。
All of the applications basically stem from the ability to generate a world just from a few words. You look at it and there’s a world generated in front of your eyes, and it’s amazing that it’s happening. I was very excited about how far we could push that.
And it’s at the point where a human who is not an expert will watch it and think it looks real, right? I think that’s pretty incredible.
Jack, Shlomi, Genie 3 has taken over the internet. We’re honored to have you on the podcast today. Has the response surprised you? Reflect a little bit on the reaction.
We weren’t sure how big it was going to be, but I definitely felt that we had something that had been a long time coming: being able to generate environments in real time. I think a lot of work that was done at Google DeepMind and elsewhere pointed in that direction, but we really wanted to make it happen.
Yeah.
Yeah, team, why don’t we reflect internally a little bit about what we found so game-changing about Genie 3 and why we’re so excited to have this conversation, Marco?
Yeah, for sure. I mean, first of all, it’s an amazing model. I think there’s a lot of excitement around the spatial memory and the consistency across all the frames. I think this is the first time I can see that you can have some sort of interactive way of doing this stuff with videos, because it used to be that you would do 1 prompt and have 15 seconds of video, but now you can actually have some sort of interactive element to it, which I think is very exciting.
Can you elaborate a little bit more on your insights on this? For example, how was figuring out what data you should collect? How do you make it very interactive while keeping the flow of the whole video, which I thought was phenomenal?
Sure. Yeah. So I think you highlighted a few capabilities: the length of the generation, the consistency of the world, and maybe diversity as well in the kinds of things you can generate.
I think the main thing is that last year, obviously, we made progress on quite a few different fronts in separate efforts. We had this Genie 2 project that was much more focused on 3D environments that it could generate, and it wasn’t super high quality. It felt like it was coming from Genie 1, but it wasn’t the same quality as things like Veo 2, which—the state-of-the-art video model at the time—came out in December, roughly at the same time. It came out a week later than Genie 2.
Obviously, internally, there was a lot of discussion between the 2 projects about the different directions we were pursuing. We had also worked on GameNGen, which is the Doom paper, as people know it, and I think you guys also wrote a nice piece on it straight after that came out. So I think that also attracted a lot of attention.
We felt that across these different projects, we had quite a lot of interesting things that would naturally combine, and we could basically take the most ambitious version of the combined project and see if it was possible. Fortunately, it was. I think the timeline is probably the bit that surprised many of us, because obviously we set ourselves these goals and tried very hard to achieve them, but you can never be totally sure how it’s actually going to feel when you’ve got to that point.
I think it ended up being something that resonated with people a lot more than maybe we expected, but we were always believers.
Yeah, I’ll just add to this that I think the real-time component is really important. People don’t often experience it firsthand, but we really tried in the release to at least have a few trusted testers interact with it and also get a feel for it by adding these overlays that show what happens and how people can use the keyboard to control it.
I think there is something magical about the real-time aspect. I felt it for the first time when our model—the actual game-engine model—started working fast enough, and we were just like, “Oh my God, I can actually walk around.” It was a bit of an awe moment.
I think there’s something about when it responds immediately that is really magical. I think that sparked the imagination of many people when the Doom simulation came out, and here we really wanted to push it to somewhere we weren’t sure was going to work. So it was definitely at the edge of what’s possible, I think. That’s how we felt. We just said, “Yeah, let’s try and see if we can make it happen.”
I think you guys—I don’t know if this was on purpose or not—perfectly timed it when everyone on X and Reddit and everywhere was making those videos of characters walking through games, but they obviously weren’t interactive. They weren’t real-time. Then you guys came out with this release that was like, “Now this is an actual product,” and it blew folks away.
I’m curious, because you can imagine so many different applications for this, right? More controllable video generation, making it much easier to create games, even personal gaming where someone’s just creating their own world that they walk through, reinforcement learning environments for agents, robotics—are there any particular use cases that you’re most excited about?
I think all of the applications basically stem from the ability to generate a world just from a few words. When I started looking at video models, I think it was pretty early. I think one of the models was Imagine Video, which was the model by Google Research, but there were a lot of models that were very basic compared to what we have today. But the ability to simulate something like—you look at it and there’s a world generated in front of your eyes, and it’s amazing that it’s happening—and I think at this point I was very excited about how far we could push that.
I think Veo was one way to do it, and Genie is definitely another way to make it a bit more interactive. So I think all of the applications basically stem from this core capability. It can be entertainment, of course, as you said; it can be training agents, helping agents to reason about the world, or education.
I don’t think any particular application is more important than others. I think it’s really up to how developers in the future will build on top of that.
Yeah, I would give basically the same answer in the end, with a different journey to get there, right? I personally worked in reinforcement learning for a few years before starting the Genie project in 2022.
The motivation originally was that, in RL at the time, we had this problem where we’d say, “Which environment should we try and solve?” Once you’d already done Go—which people thought was years or decades away, and which was solved in 2016—we’d reached superhuman level, and then StarCraft 3 years later. That was not a particularly long time for something incrementally significant. By around 2021, it was a big question of what we should try and do with RL.
We know that the algorithms can learn superhuman capabilities if they have the right environment, but we don’t know what the environment would be. So we were working on designing our own ones with code, but then it seemed like the more promising path, when you had the first text-to-image models coming out, was: What if we just think long term? What’s the way to really unlock unlimited environments?
That being said, over the course of the project—and originally we started it, I guess, in 2022—it was very focused on that one application, but it seems quite clear now that this could have a big impact in all those other areas you mentioned.
I think it’s like language models in 2021: maybe you probably wouldn’t have guessed an IMO gold medal a few years later would come that fast. As a direct application of that technology, it was probably, “Oh, it can help me with my emails,” or whatever it was.
I think it’s really cool to build these kinds of new classes of foundation models and then see what people can imagine doing with them. And that’s one of the really exciting things about sharing the research preview, right? We got this kind of feedback, so we’re hoping a lot of these things can happen.
One of the things in the research preview post, Jack, that blew me away was this—and it wasn’t even your first GIF, I think, in the blog post. It was either the 2nd or 3rd. You had this visual of somebody painting the wall with a paintbrush, and then the character moves.
Yeah, the spatial memory—
Right, like out to a different part of the wall, paints—
And then moves back, and the original paint is still there.
And I didn’t believe it. There’s no way. Then I read it, and you’re right: it’s described as spatial memory. So the persistence part, for me—I’m not taking away from all the other stuff; the interactivity is amazing—but I think—
Broadly speaking, folks expected that at some point video generation, for example, would become real-time. When I saw the Genie 3 post, I was like, “Okay, they actually went and did it.” But the spatial memory and the persistence was when I sat up in my chair and thought, “How did that happen?”
Could you talk a little bit about when you discovered that as an emergent property, or was that a specific design goal? What’s the backstory on that? Because that feels like a big unlock.
Jack, why don't we start with you?
Yeah, that's a great question. I'll say a few things. The TL;DR is that it was totally planned for, but still incredibly surprising when it worked that well. That specific sample, when I saw it, was hard to believe. I actually wasn't sure that the model had generated it for a second. I had to watch it a few times, really check it, freeze the frames, look back, and check that it was the same.
Going back a few steps, obviously Genie 2 had some memory, right? This got kind of lost because Genie 2 came at a time when there were lots of announcements—very exciting announcements. I mean, Veo 2 only came a few days later. It was a busy time of year, and the main headline act was that we could generate new worlds at all, right? That was the thing we wanted to emphasize.
But it did have a few seconds of memory, and we had a couple of examples. I created a robot near a pyramid, looked away, looked back, and the pyramid was there, but it was kind of blurry. It wasn't perfect. Some other models around the same time, or more recently, didn't have this feature, right? People kind of indexed to that because they didn't notice the early signs of it in the Genie 2 work.
And then for Genie 3, we basically went much more ambitious on the same sort of approach. We made it a headline goal for ourselves: Can we make the memory be what it is? We said we wanted minute-plus memory, real time, and higher resolution, all in the same model. Those are kind of conflicting objectives, right? So we set ourselves this technical challenge. We said, if we target this, then it's just about feasible and it'll be pretty incredible.
And then you still don't know, obviously, whether it's going to pan out. So when you get to the end of the research—7 months later—and see the samples, it still is quite mind-blowing, to be honest. So, yeah, it's kind of planned for but still pretty cool and exciting when you see it, because at the end of the day, research projects aren't sure things, are they?
One thing we didn't want to do was build an explicit representation, right? There are definitely methods that are able to achieve consistency, and they do that through an explicit 3D representation—NeRFs, Gaussian splatting, and other methods that basically say, okay, if we know what the world looks like and use prior assumptions on how the world remains static, then we can build a representation of what you're looking at. That's great for some applications, but we didn't want to go down this path because we felt it was somewhat limiting.
I think we can definitely say that the model doesn't do that. It generates frame by frame, and we think this is really key for the generalization to actually work.
Every time someone interacts with it for the first time and tests it—they look away and then look back—I'm always holding my breath. Then it looks back and it's the same. I'm like, whoa. It's still really cool.
How long is this spatial memory? I don't know if you can talk about it. You mentioned a minute-plus, but is there some sort of measure that you have? Can you keep it for half an hour, or what is the limit on that?
There was no fundamental limitation, but the current design is limited to 1 minute of this type of memory.
Yeah, it's also a real-time trade-off for the model as well. We felt that, because of the breadth and the other capabilities, a minute was sufficient for this version. It's quite a significant leap.
One more question related to the difference between Genie 1 and Genie 3. In LLMs, for example, with DeepSeek-R1, they saw in this paper that the longer they keep it running, they suddenly see these interesting behaviors. The model will start reasoning or give a—like a—“Oh, I'm wrong on this. I should self-correct.”
Do you see anything in this scaling from 2 to 3? Do you see any sort of interesting behavior that you weren't expecting that suddenly just appeared by increasing the amount of data and the amount of compute?
Yeah, I would just say that there is a bit of an overall trend. Definitely, like many generative models, we see that improvements happen with scale, so I think that's not a secret. I don't know if we can—I don't think it's the same type of intelligence that an LLM has. I'm not sure if reasoning is the right term, but we do see some things.
It can infer that if you approach a door, it makes sense for the agent to maybe open it, so you might see that it's starting to do that, for example. There's some better world understanding that happens over time, and things just look better and more realistic. I think these are the trends that we've observed.
Yeah. From Genie 2 to Genie 3, I think the real-world capabilities really increased, right? On the physics side, some of the water simulations and the lighting are really breathtaking. I think we have this example of the storm on the blog, and that one is super cool.
It's at the point where a human who is not an expert will watch it and think it looks real, right? I think that's pretty incredible. Whereas with Genie 2, it kind of understands roughly what these things should do, but it's not real, right? You can look at it and clearly see that it's not completely photorealistic. So I think that's quite a big leap in quality on that side.
Yeah. One of the things that was really cool in all the examples was the water. It's sort of a great way to see: Does it understand what the world is and how objects interact? That example someone posted of the feet going in the puddle was amazing.
But then there was also that example of a cartoon character—it was more of an animated style—who was running across this kind of green patch of land and then ran into this blue, wavy thing that looked like water, and he started swimming, which I thought was really interesting. Were there particular things you had to do around that for the model to be able to understand how characters should interact in different environments and different styles?
What you're basically describing is the real breadth of different kinds of environments, terrains, worlds, and things like that: water, walking on sand versus going downhill in snow, and how the agent's interactions should differ given the terrain that it's in. I think that really is a property of the scale and breadth of training. This is very much an emergent thing, and I don't think there's anything really specific we do for this, right?
Again, you hope the model has learned this because it should have general world knowledge. It doesn't always work perfectly, but in general it's pretty good. For the skiing examples, you go fast when you go downhill, and then when you turn and try to go back uphill, it's very slow, if not at all possible. When you go into water, obviously you hope, as you said, that the agent will start swimming and splashing, and this does typically happen.
When you look down near a puddle, hopefully you're wearing Wellington boots. This kind of stuff does just make sense, and I think it feels pretty magical because it very much aligns with what you were thinking about the world and the models just generated it all. That's also one of the really exciting things, for sure.
Yeah. And on top of that, one trade-off that we typically have is that we want the model to do 2 things. We want the model to create the world in a way that looks consistent. So, as Jack said, if you walk in rain or in snow, then you're probably wearing boots.
But if we provide it with a different description, or if the prompt is saying something else, we want it to still follow the prompt. There is some tension here because some things are very unlikely. You might say, “I want to wear flip-flops and jump in the rain,” or whatever. Then the model still has to try and create something that is very unlikely, and that's where typically video models may find it more challenging.
That's where our models might find it more challenging, but it's still successful to a surprising degree in going into these low-probability areas. I think that's really, in a way, what we want, right? Many people don't want to just look at a video that looks like their own home—maybe this room—but something a bit more exciting. That's where I think this is the magic of the models: They can take you to places that maybe are not so likely to be in reality.
Text following is really amazing in this model. That does feel really magical. I think this is something that Veo does really well as well, right? Pretty much what you ask for. It's really well aligned with text, and we've had that with Genie 3.
You could describe very specific worlds and really arbitrary, silly things, and it pretty much works. We actually had this discussion because people were very disappointed to find out that the video I made of my dog actually was not my dog's photograph.
I just described her in text. And yeah, I don't know if that's a big secret, but it looked exactly like her. The model just kind of knows, right? I think that's pretty amazing.
So I think that's actually a really important capability that we didn't have with Genie 2 as well, right? Because we relied on image prompting. There was some transfer issue: You rely on an image to generate the image, and that often does look really good, but it's not necessarily a good image for starting the world. Whereas, going directly from text, you get the controllability of pretty much anything you want. Plus, it just naturally works because it's in the correct space for the model to do its thing. That's something really powerful.
And why is that, Jack? What do you think led to such a massive instruction-following, or text-adherence, gain? It's a pretty hard thing to do.
Well, our team had never really worked on this. Genie 1 and 2 both worked with image prompting. Obviously, for this next phase, we leveraged a lot of the research done internally on other projects.
Personnel-wise, Shlomi had obviously been co-leading the Veo project, and so we were able to build on a lot of other work and ideas internally. That basically allowed us to turbocharge progress, right? If we'd done this incrementally, building ourselves in isolation, it would have taken, I think, a lot longer than being part of Google DeepMind, where we have these teams that have a lot of knowledge in different areas that we can lean on and build on. I think that's super exciting about being in this company right now: We have so many experts in different areas that we can seek out for advice and help.
And Shlomi, a question for you on that: Having led the Veo 3 work, which is kind of mind-blowing, is there a reason why this is Genie 3 and not, like, Veo 3 real-time?
So I think it's definitely a bit different, right? Genie allows you to navigate the environment and then maybe take actions, right? That's not something Veo, at this point, can do. But there are other aspects that are different, that Genie doesn't have. Genie generally doesn't have audio, for example, right?
While there are potential similarities, we just think it's sufficiently different. Also, at this point, Genie 3 is not available as a product, and we do think about Veo 3 as a product that's kind of mainstream and has become very popular. I don't know what the future holds, but at this point we just felt it's sufficiently different in terms of what capabilities it has and how we think about it. So, Genie 3 is pretty much a research preview, right? It's not something we are releasing at this point.
You know, something we think about a lot is: What are the edges of a modality? We're talking about this all the time. The lines start blurring pretty quickly between real-time image and video, and then real-time video and interactive—whatever—world generation, world models. I don't think we have a good word for what Genie 3 is yet, but you guys called it a world model, which I think is a great term.
In your mind, where does the video-generation modality stop and real-time worlds take over? Do you think in the future these are converging into basically one modality, or, if you had to predict over the next few years, do you guys think these will diverge into completely different disciplines? It seems like they share one parent today, which is video generation, but where is the world going? Do you think these are 2 completely different fields?
From my perspective, they are different. I would say modality is one thing, right? We have text and audio; even within audio, there are different types of submodalities. Speech is not the same as music. We have different products for music generation, and we have other models for speech generation and speech understanding. Even within one modality, you can have different flavors.
Then, of course, you have video and other things. I think modality is one dimension, and another is how fast, or how quickly, we can create new samples. A completely orthogonal direction, or dimension, maybe, is how much control we have, right? I think we picked a specific direction, or a specific vector in the space, for Genie 3. Different products and different models can try to go in different directions. I think the space is pretty big, and there are a lot of trade-offs to be made.
Yeah, I don't know. I think it really depends. Some people believe there is 1 model that will do everything, but I think it's still open-ended what's the best way. We're in a place where engineering is a big part of our research, right? It's not a paper where we want to build something that people can actually use. So I think this really makes abstract ideas get you to some point, but to actually build things, you have to make some concrete decisions. I think it kind of forces you to decide what you want to do.
Yeah, I think this is a really interesting point, mate. Ultimately, it has to be driven by technical decisions and also the goals, right? If you look at the models right now, we obviously made a choice that we want Veo 3 and Genie 3 to be separate projects this year, right? If you look at them both as they are right now, they have very different capabilities that the other model does not have.
Technically, to combine all of that already into 1 model would be, I think, very challenging. I mean, Veo 3 is clearly a higher quality threshold than Genie 3, right? It has very different priorities, right? The natural thing is you could say, “Oh, well, what if we just took these together and combined them?” But that may not be the best next step for either of those 2 models, right? It may not be the case that the thing that the other one has is actually the most compelling thing for a completely different experience.
Given the breadth of interest in both models, there's actually quite a small set of people who are really actively using both, and they tend to be more folks like yourselves who are just more broadly interested in AI, rather than people with really downstream use cases. You mentioned agent training, for 1, which is a very high action frequency and requires more egocentric—or, I guess, more like—worlds where tasks can be achieved, but it doesn't require the high-quality, cinema-style videos you could generate with a Veo model. It's quite different. On the filmmaking element, I'm not so sure that Genie 3 is really there at this point, and that would necessarily be the goal.
I don't know. In filmmaking, Justine can do some pretty incredible things with the filmmaking tools today. You'd be surprised.
Give me access. I will make amazing films with Genie 3.
I guess that gets to one of my questions, though, which is: The work you guys are doing is incredible, and you probably have so much going on just to coordinate training these models and managing these teams. How much do you also have to think about what the downstream use cases of the model are when you're training it?
You could imagine a world in which you're just like, “We don't really know or care what people are going to do with it yet. We're just going to go in the research direction we think we should go and see what happens.” But based on how you guys are talking about it, it sounds like you've also been pretty thoughtful around what different capabilities or features are needed for different potential use cases, at least for different models.
Yeah, I'll say that we have some applications in mind, but that's not what's driving the research. It's more about: How far can we push in this particular direction? Can we make all of that work—really great quality, really fast generation, real-time, very controllable? I think that's kind of what drives us to develop Genie 3, and the applications kind of follow.
And I don't think, to be honest, that I know what the applications would be. I think we're very surprised. I'd like to mention Genie 3: People find new ways in which it can be useful and prompt it to have visual stuff. People just discover it, right? We didn't even think about it initially.
So I expect kind of the same thing, and I think that's why I'm excited for more people to be able to access it in the future. In general, our approach is to make sure that, over time, there is more access to the models we build, and I think that's the only way to discover what the real potential is.
I guess one question somewhere related to that is: How do you think going forward—Genie 4, 5, or any other models—what is top of mind right now? If you wanted, for example, to focus on—I don't know, it seems like gaming could be one of the applications—having multiplayer-type games where you have 2 separate memories or 2 different views, but at some point they merge.
How are you thinking going forward? What’s next? Is it scaling these models on more data and more compute? Is it creating this sort of multiverse where you have multiple players or multiple people looking at the same model and putting in different views? What’s top of mind for you guys?
Top of mind for the next few days might be a vacation. After that, maybe walking my dog in the real world.
You mentioned a bunch of really interesting things, to be honest. I think we’re still collecting a lot of feedback on this current model, and in general, we’re most interested in building the most capable models. We would hope to have an even broader impact in the future and really enable other teams to do cool things with it, both internally and externally.
For me, I started this with a very, very focused vision about AGI. I still think, honestly, that what I’m excited about for AGI is more embodied agents. I really believe this is the fastest path to getting these agents into the real world, and I think we made a big step toward that.
But I’m sometimes even more excited about applications I never thought of that come up when other people see the model. I think it’s this trade-off: obviously, you want to focus on some applications, but then you want to be open-minded about others. The real joy of building models like this is seeing all of these people who can be way more creative with them than I can.
There are all these really cool things that we can do, and I honestly can’t really tell you what the biggest application will be in 1 year. We’ll definitely be trying to build better models.
I’m really excited, but I think that, as impressive as the model may be, we’re still very far from actually simulating the world accurately and being able to put a person in there and let them do whatever they want. When I say “far,” it doesn’t mean it’s far in terms of calendar time, because we live in an accelerated timeline, but it feels like there’s more work to do to get there.
I imagine that once we can actually—whatever the form factor would be—step into this world and maybe tell it what we want to experience, there will be so many applications. Imagine, for example, someone who’s afraid of talking to people on a stage or in a podcast. They could simulate that. Or someone who’s afraid of spiders could maybe actually see themselves getting over that.
That’s just 1 example. My wife actually thought about it, so it’s not my idea. It all hinges on the ability to simulate the world and maybe put ourselves in it, maybe see ourselves from the side, and potentially have agents interacting with things. The realism, and really making it work in a way that’s similar to our world, is key.
I’m actually personally petrified of skiing, and the models are already quite good at that. So when things quieten down, I might spend some time on it, because I promised my wife that our children would grow up knowing how to ski. We’re getting close to the age where I have to live up to my promise, and I’m not sure if I want to do it yet.
So we have to improve the model for you, Jack, so you can actually get that in distribution.
I hope so.
We were just talking before we started about how we might see applications in robotics. Jack, you were talking about embodied AI, and now the limitation in robotics is the data, right? How much data you can collect. Now you can probably generate a lot of different scenes that you weren’t able to create before, purely from recording videos or something like that.
I think that’s another thing that’s pretty exciting. And congrats on the model. It’s phenomenal.
On the robotics application, there was a conversation I was listening to from Demis yesterday where he was talking about your guys’ work on Genie 3. He mentioned that there’s an agent—I think you guys call it SIMA, right?—which can then interact with the Genie agent.
As I was hearing him describe it, it was kind of breaking my mind. You had 1 SIMA agent asking the world, asking the Genie agent, to essentially create a real-time environment for it to interact in. That’s when I realized that the way you built it, it’s composable with other agents.
Can you talk a little bit about why that’s so important for robotics, like Marco was saying, and what the major limitations are today that we’d have to overcome as a space to make the rate of progress in robotics much faster than it is now?
We designed it to be an environment rather than an agent. Genie 3 is very much an environment model. We don’t see it as an agent itself that can think and act in the world. It’s more of a general-purpose simulator, in a sense, that can simulate experiences for agents.
We know that learning from experience is a really important paradigm for agents. That’s how we got AlphaGo: the agent learned by playing Go by itself, trying new things, and then learning from feedback with reinforcement learning. It learned to improve itself and actually discover new things. It discovered new moves, like move 37, that humans didn’t think was a worthwhile move, but AlphaGo learned that it was because it could experience and try things for itself.
In robotics, we have a paradigm right now where there are some data-driven approaches. You can collect data in a quite laborious way, but it looks real, so it looks like the downstream task, and there’s not so much of a mismatch between the 2 domains. Or you can learn in simulation, but robotic simulations—even the best ones, and we have some of the best ones at DeepMind, such as MuJoCo, which we work with—are still quite far away from the real world. So you have the sim-to-real gap.
Even the sim-to-real gap itself is kind of poorly named, because what people consider to be real in robotics is typically still a lab or some very constrained environment where you’ve got a bunch of spotlights on a robot and tons of researchers crowding around watching.
Really real, for me, is the ability to walk my dog when I’m too busy to hold the lead, cross the street, see someone who’s scared of dogs and know to go around them, see someone with a ball and change directions—all these challenging situations in the real world. Of course, you still have gripping and these other tasks, but you need to really discover your own behaviors from your own experience.
Doing that in physical, embodied worlds is super challenging because there are so many reasons why it’s difficult. First, it could be expensive to collect data in those settings. You’d have to keep moving the robot back to where it started every time it doesn’t do something right. It could also be unsafe. There are many reasons why we can’t really do learning from experience in the physical world.
So we do it in simulation, but what we think with Genie 3 is that it’s the best of both. You’re taking a real-world, data-driven approach, but then you’ve got the ability to learn in simulation. It combines the good parts of each of those, which is why I think it could be super powerful—not just, for example, for robots.
I really love the idea of not having to take my dog for the second walk when it rains a lot in London. That would be great.
As you can see, we built a model basically for Jack’s personal applications.
That’s what’s driving the project.
Well, clearly, dog owners are out there.
Yeah.
I’m just saying, clearly, Jack, it’s time to move to California.
Yeah.
Yeah, that’s the solution. Less rain—
Less lag.
I mean, I personally love California, but my wife’s not convinced. Sorry.
We’re convinced here.
Yeah.
Just to touch on a final point on the robotics part, robotics means more than vision. We need to be able to—and I think this is an important point—drive the decisions of the robot by looking around, but it still has to perform actuations, decide where to move, and decide how to respond to the environment.
There are definitely some gaps, but at the core of the problem, being able to reason about the environment is something that world models—general-purpose world models such as Genie 3—can really help with. Maybe with future research, we can bridge those gaps in physical understanding and actually get physical responses from the world, which is a very interesting direction to explore.
One last question from my side, and I don’t know if you can answer this, but is it going to become public? Can developers access it at some point, or is there some sort of plan for that?
As you can see, we’re very excited about having more people access it.
We definitely want to make it happen. There is no concrete timeline at the moment, but I'm sure once we have more to share, we will.
Awesome. One of the things I've been thinking about a lot is that we see, with every modality—maybe first LLMs, and then image, video, and audio—early glimmers of something really exciting in a project or research preview. Then there's a ton of data and compute, and researchers kind of pour themselves into the problem, and you hopefully see this sort of exponential progress until you eventually get to the point where you're out of data or the improvements don't come as easily. I'm wondering, where are we on that curve for world models?
That's a really good question. I actually have a super hand-wavy, somewhat swerving answer, right? And I think it's actually both. I think the current capabilities are already quite compelling. You could make the case that if what you wanted was a minute of photorealistic any-world generation with memory, that could actually be the end goal, right? And 2 or 3 years ago, I probably would have said that was a 5-year goal.
At that point, if you just wanted to improve that, I think you probably end up with this. The jump from Genie 2 to Genie 3 was absolutely massive, and it went from being kind of a cool bit of research that was showing signs of life to something that could already be very compelling. But I think there's a lot more that you can do with this, and Shlomi kind of referenced this himself, right? It's not the case that you're dropping yourself in the world, right? Actually being in the real world, for example, is quite different from that.
When you do take a minute to look away from a computer screen, it's quite a bit richer out there. And that's just for the real world; we also want this ability to generate completely new things, right? So I think we've got a huge gap to close with the new capabilities that we want to add. I think it's maybe a bit different from language models—or actually, maybe it is similar to language models.
With language models, there have been lots of new steps that have actually come on top, right, that maybe we didn't think were possible. We thought things were plateauing, and then a new idea came that made a significant change. And that has happened a couple of times in the past few years. So I think there are a few more of those left, for sure.
My final question for you guys is: Are we living in a simulation?
Oh yeah. I've thought about it a bit. I think if we live in a simulation, my take is that it doesn't run on our current hardware because it's analog, and it's continuous. All of the observations are continuous, and there is nothing like—maybe the quantum level is some limitation. If you wanted to go philosophical, you could say it's some kind of hardware limitation of the simulation we run on. So yeah, take it or leave it.
It's a great answer. Clearly, there's a lot of work for the TPU team to do.
Yeah, maybe quantum computing will actually be running our actual simulation. So yeah.
That's a great place to wrap. Shlomi, Jack, thank you so much for coming on the podcast.
Thank you guys for having us. Right, come on.