Both versions are aligned block by block, in reading order: title, the essentials, then paragraph by paragraph. Where the translation merged or split a paragraph, the matching cell stays empty — we never pair two passages by guesswork.
想象一下:你走到一扇门前,不确定能不能进去,于是转身走两步,再跳两下,看看能不能翻过旁边的墙。这是游戏里再普通不过的操作。可如果眼前的画面由AI实时生成,模型就得跟上玩家每一次临时起意——突然停下,突然转身,突然跑跳——而且每一帧都要稳定在线。这正是VAST刚刚开源的实时世界模型 EdenLive 要解决的难题。
Picture this: you walk up to a door, unsure whether you can get through, so you turn around, take two steps, then jump twice to see whether you can clear the wall beside it. In games, this is about as ordinary as it gets. But if the picture in front of you is generated by AI in real time, the model has to keep up with every spur-of-the-moment decision the player makes (suddenly stopping, suddenly turning, suddenly running and jumping), and every frame must remain stable. This is the challenge that VAST's newly open-sourced real-time world model EdenLive sets out to solve.
分工是关键。游戏里的规则、血量、碰撞和胜负条件仍由上游的交互系统维护:玩家按下攻击键,它先判断这一脚有没有踢中、应该扣掉多少血量,再更新角色状态,并把每次变化渲染成一张只有空间布局和运动的灰盒画面。EdenLive接手这张灰盒画面,由生成模型决定它最终“看起来是什么”:参考画面决定结构、运动和镜头,目标首帧确定材质、配色和画风,文本提示词补充细节。VAST在今年5月发布的Project Eden中,就把这套三层架构写成了完整方案。
The division of labour is the key. The game's rules, health, collisions and win conditions are still maintained by the upstream interaction system: when the player presses the attack button, it first determines whether the kick connected and how much health should be deducted, then updates the character's state and renders each change as a grey-box image containing only spatial layout and motion. EdenLive takes over this grey-box image and lets the generative model decide what it ultimately “looks like”: a reference image determines structure, motion and camera, a target first frame fixes materials, colour and style, and text prompts add detail. In Project Eden, which VAST published in May this year, the company laid out this three-layer architecture as a complete scheme.
团队用Gemini-3.8-Flash对45个长时案例做了两两盲评,在参考遵循、首帧一致性、物理合理性、画质和避免外观泄漏五个维度上,EdenLive 14B和5B全部排在第一和第二。以参考遵循为例,14B得分1704,比AgentGarten高出约200分。速度方面,团队披露EdenLive 5B在一张消费级显卡RTX 5090上能以超过24 FPS生成720P画面,并支持分钟级连续生成。这些数字来自团队自己的评测和披露,离独立验证还有距离。
The team used Gemini-3.8-Flash to run pairwise blind evaluations on 45 long-form cases. Across five dimensions (reference adherence, first-frame consistency, physical plausibility, visual quality and avoidance of appearance leakage), EdenLive 14B and 5B ranked first and second across the board. Take reference adherence: the 14B scored 1,704, about 200 points ahead of AgentGarten. On speed, the team reports that EdenLive 5B can generate 720P video at over 24 FPS on a single consumer-grade RTX 5090 graphics card, and supports continuous generation lasting minutes. These figures come from the team's own evaluations and disclosures, and independent verification is still some way off.
对游戏原型和动画预览的团队来说,变化是具体的:同一个白模场景,换一张首帧和一句提示词,就能比较写实、手绘线稿、卡通、像素或油画等完全不同的外观;镜头离开再转回来,场景结构还在原处。对机器人团队来说,真人戴头戴相机拍的擦桌子视频,可以把人手替换成机械手,保留动作和镜头,用来补充“机器人眼中”的训练素材。模型权重、推理代码和前端工作台已经开放,源材料并未给出大规模落地的时间表。
For game prototyping and animation preview teams, the change is concrete. With the same grey-box scene, swapping in a new first frame and a single sentence of prompt lets you compare completely different looks: realistic, hand-drawn line art, cartoon, pixel art or oil painting. When the camera leaves and returns, the scene's structure is still in place. For robotics teams, a video of someone wiping a table, shot with a head-mounted camera, can have the human hands replaced by robotic hands while keeping the motion and camera work, supplementing training data from the “robot's-eye view.” Model weights, inference code and the front-end workbench are now open, though the source material gives no timeline for large-scale deployment.
局限同样清楚。EdenLive不判断游戏里发生了什么,也不让世界运转;现成录像经过重渲染后仍是一段视频,可玩性来自上游代码。过去的世界模型演示常用一段视频证明模型能想象一个世界,EdenLive的新意在于把“谁管规则、谁管画面”分开,并让画面能够跟着玩家的操作一起走。
Its limitations are equally clear. EdenLive does not judge what happens in the game, nor does it make the world run on its own. An existing recording that has been re-rendered is still just a video, and playability comes from the upstream code. Past world-model demos often used a video to prove that a model can imagine a world. EdenLive's novelty lies in separating “who manages the rules, who manages the picture,” and letting the picture move along with the player's inputs.