Pengbo Hu

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Pengbo Hu

Pengbo Hu

@pbhu1024

Building agents that build worlds 🌍

Katılım Mart 2016
594 Takip Edilen61 Takipçiler
Pengbo Hu retweetledi
Anthropic
Anthropic@AnthropicAI·
New on the Anthropic Engineering Blog: How we use a multi-agent harness to push Claude further in frontend design and long-running autonomous software engineering. Read more: anthropic.com/engineering/ha…
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AK
AK@_akhaliq·
WorldCam Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation paper: huggingface.co/papers/2603.16…
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Ropedia
Ropedia@ropedia_ai·
Today Ropedia releases Xperience-10M at #GTC day 1 — World largest real human 4D interaction dataset at 10M scale. Each trajectory aligns: • visual observations • spatial structure • human motion • interaction dynamics • task semantics A new foundation for physical and spatial AI, try it out @huggingface huggingface.co/datasets/roped…
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Berryxia.AI
Berryxia.AI@berryxia·
🔥 重磅消息啊!兄弟们! Newsletter 大神 @lennysan 正式把全部家底开放了! 350+ 篇 Newsletter 文章 + 300+ 期完整播客转录 全部整理成 AI 友好 Markdown 文件 还附赠 MCP server + GitHub 仓库 🔥 几个月前他只放了播客转录,就有人用它做出了: - RPG 游戏 - 育儿智慧网站 - 信息图表 - Twitter bot ……以及 50+ 个牛逼项目! 现在数据量更大,免费用户拿子集,付费用户拿全量。 数据获取:t.co/xEPCcPiZHO 他的挑战来了: 用这些数据随便造点东西(工具、游戏、bot、网站、dashboard 都行) 把项目链接评论在这条下面! 他会亲自挑出最喜欢的一个,送你 一年免费 newsletter 订阅! 截止 4 月 15 日 之前用老数据玩过的也可以吸新数据再提交。 今天这波操作我已经看呆了… 你们准备用这些数据干啥神级项目? 评论区直接甩链接,我等着围观!👇
Lenny Rachitsky@lennysan

Today I'm releasing my entire newsletter archive (350+ posts) and all podcast transcripts (300+ episodes) as AI-friendly Markdown files. Plus an MCP server and GitHub repo. A few months ago I shared my podcast transcripts on a whim, and y'all built the most amazing things—an RPG game, a parenting wisdom site, infographics, a Twitter bot, and 50+ other projects. Let's see what happens when I give you even more data. Grab the data here: LennysData.com. Paid subscribers get all of the data (some 350 posts and 300 transcripts). Free subscribers get a subset. I don’t think anyone’s ever done anything like this before, and I’m excited to give you this excuse to play with that AI tool you've been meaning to try. Here’s my challenge to you: build something, and let me know about it. I’ll pick my favorite and give you a free 1-year subscription to the newsletter. Just post a link to your project in the comments here: lennysnewsletter.com/p/how-i-built-…. If you’ve already built something, slurp in this new data and submit it, too. I’ll pick a winner on April 15th. Check out today's newsletter post for inspiration on what you could to build: lennysnewsletter.com/p/how-i-built-… LFG.

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AGI House
AGI House@agihouse_org·
Are Agents + World Models the next frontier toward AGI? @shlomifruchter on Genie, simulation, and the future of interactive world models at AGI House.
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Nataniel Ruiz
Nataniel Ruiz@natanielruizg·
Excited to show some surprising inventions on generative multiplayer games we made at Google with Stanford. We call the work MultiGen. I've always been inspired by early studios like id Software with Doom or Blizzard with Warcraft bringing networked video games to the next level. We are at the point in history where we can make strides like them, but for generative games. It's a strange feeling to be in the age of generative video games while still discovering how exactly to train the models and design the tools that make them useful. All of the tools that have been invented for classic game engines need to be redesigned for generative games. For example level and world design is not entirely possible with existing technology. We introduce editable memory to diffusion game engines that allow for design of new levels via a minimap. But we can easily imagine how this can be expanded with different creation tools. The end goal of this research direction is to allow game designers to be able to guide the generation process of their world, at the granularity that they prefer. Editable memory also allows us to add multiplayer to Generative Doom. We were amazed when we saw GameNGen some years ago, and now you can play it live with friends in real-time, on your couch or even online. Shared representations like our editable memory seem like the future for this type of experience. Models are, in some cases, expensive and approximate encoders but great interpolators and extrapolators. Leveraging their strengths lets you have completely new experiences that can be realized now and not in the distant future. This work was started at my previous team and continued in collaboration with Stanford. Congratulations to all for the discoveries.
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arrival.space
arrival.space@arrival_space_·
Vibe-coding. In 3D. In real-time. On the web. 👉 arrival.space
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Saining Xie
Saining Xie@sainingxie·
world modeling is never about rendering pixels. rendering is local. world state is global. as soon as more than one agent exists, the only thing that truly matters is the shared representation beneath individual views. that shared representation is what scales into collective capability. this is why I'm super excited to share project Solaris -- our new work focused on building a multiplayer video world model in minecraft. This release includes three main pieces. 1⃣Solaris Engine, a fully featured multiplayer data collection system with built in visuals. the team put a huge amount of work into this since nothing like it really exists yet. github.com/solaris-wm/sol… 2⃣Solaris Model, a multiplayer DiT with a new memory efficient self forcing design, trained on 12.6M frames of coordinated Minecraft gameplay. github.com/solaris-wm/sol… 3⃣Solaris Eval, which uses a VLM as a judge to evaluate different multiplayer capabilities. read the full technical breakdown by @ojmichel4, and start building with Solaris. solaris-wm.github.io
Saining Xie tweet media
Oscar Michel@ojmichel4

📢Current world models aren't really modeling the world; they're modeling one agent's view of it. Partial observations ≠ world state. Future world models will be independent of any one agent's perspective. You will be able to “drop in” any number of agents at any point in time, and a persistent world state will evolve with their interactions. Imagine a neural MMORPG server. 🧵[1/10]

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Moonlake
Moonlake@moonlake·
Introducing a world built by the Moonlake's world model. 🏙️ Most world models only allow for a limited action space. Moonlake maintains multimodal states across physics, appearance, geometry, and casual effects and predict how they evolve under different actions. 👇
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huangserva
huangserva@servasyy_ai·
我靠,这个记忆系统很牛逼!强烈推荐🔥!! 字节跳动开源的 OpenViking,可能指明了 Agent 记忆进化的终局 现在的 Agent 普遍有“健忘症”或“幻觉”,根源在于传统的 RAG 模式太扁平了:把万卷书切成碎片扔进大桶,搜索时在大桶里捞针,这叫“平面检索”。 OpenViking 的降维打击:用“文件系统”重构记忆。 它建立了一套立体的“虚拟目录”: 1. L0 (摘要):先看文件夹目录,瞬间定位领域。 2. L1 (概览):确定相关,再读大纲,极度节省 Token。 这种“目录递归检索”的思想,让 Agent 从“造书签”进化到了“造图书馆索引”。 虽然底层依然挂载着向量库(Milvus/Chroma),但上层的管理逻辑已经是立体化操作了。 这套“文件系统范式”,才是 Agent 真正拥有大脑的样子。 核心差异: 以前:搜“代码”,给你 100 条不相干的碎片。 现在:先定项目目录,再定具体文件,最后才看逻辑行。 如果你也在被 Agent 的长文本幻觉困扰👇 github.com/volcengine/Ope…
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Docker
Docker@Docker·
For devs asking “how do I run coding agents without breaking my machine?” Docker Sandboxes are now available. They use isolated microVMs so agents can install packages, run Docker, and modify configs - without touching your host system. Read more → bit.ly/4teSVgL
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Alexander Embiricos
Alexander Embiricos@embirico·
📣 Open call to agent builders: Let's read agent skills from `.agents/skills`, so people don't have to manage separate folders per agent. Today we pulled the trigger for Codex to read `.agents/skills`. Goal is to deprecate `.codex/skills`. Pls like/tag/RT for momentum.
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汗青 HQ
汗青 HQ@hq4ai·
终于等来了。目前可体验到完成度最高的世界模型。
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