The data pipeline, architecture, training methodology, and runtime system behind Waypoint 1.5, a real-time diffusion world model for interactive video generation on consumer-grade hardware, are described and the safety and ethics considerations unique to iWMs are discussed.
Abstract
We present Waypoint 1.5, a real-time diffusion world model for interactive video generation on consumer-grade hardware. Unlike general video diffusion models, interactive world models (iWMs) must respond to dense user controls under strict latency and throughput constraints. Waypoint 1.5 is pre-trained on 100,000 hours of diverse, control-aligned video game data across hundreds of games, and generates playable video conditioned on full keyboard and mouse input. The model includes two resolution variants that run across a wide spectrum of consumer hardware. To characterize this unique setting, we distinguish rendered FPS, latent FPS, and control rate. We describe the data pipeline, architecture, training methodology, and runtime system behind Waypoint 1.5. We evaluate interactivity through latency and throughput. Finally, we discuss the safety and ethics considerations unique to iWMs.
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Computer scientist, entrepreneur, and philanthropist will collaborate with the MIT Schwarzman College of Computing to advance AI and scientific discovery.