{"id":1135867,"date":"2025-04-04T13:00:00","date_gmt":"2025-04-04T20:00:00","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-blog-post&p=1135867"},"modified":"2025-04-07T17:45:23","modified_gmt":"2025-04-08T00:45:23","slug":"whamm-real-time-world-modelling-of-interactive-environments","status":"publish","type":"msr-blog-post","link":"https:\/\/www.microsoft.com\/en-us\/research\/articles\/whamm-real-time-world-modelling-of-interactive-environments\/","title":{"rendered":"WHAMM! Real-time world modelling of interactive environments."},"content":{"rendered":"\n

Today we are making available an interactive real-time gameplay experience in Copilot Labs. Head over to this link (opens in new tab)<\/span><\/a> to play an AI rendition of Quake II gameplay, powered by Muse.<\/p>\n\n\n\n

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What are we doing?<\/h2>\n\n\n\n

Muse is our family of world models for video games at Microsoft. Following on from our announcement of Muse (opens in new tab)<\/span><\/a> in February, and the World and Human Action Model (WHAM) that was recently published in Nature (opens in new tab)<\/span><\/a>, we introduce a real-time playable extension of our model. Our approach: WHAMM which stands for W<\/span>orld and H<\/span>uman A<\/span>ction M<\/span>askGIT M<\/span>odel (pronounced WHAM, the M is silent \u2013 yes this is intentionally silly) allows generating visuals much faster than WHAM. This means that you can interact with the model through keyboard\/controller actions and see the effects of your actions immediately, essentially allowing you to play inside the model.<\/p>\n\n\n\n

What has changed?<\/h2>\n\n\n\n

Since the release of WHAM-1.6B, our first WHAM trained on Bleeding Edge, we have changed and improved on a number of aspects that affect the overall experience.<\/p>\n\n\n\n