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Moonlake World Modeling Agent

Explore how Moonlake's AI agent builds interactive, multimodal worlds, demonstrated by creating a bowling mini-game from a single prompt.

Introduction

Building Multimodal Worlds with Moonlake's World Modeling Agent

This document delves into the intricacies of constructing interactive, multimodal worlds, showcasing the capabilities of Moonlake's World Modeling Agent. We explore the fundamental principles of intelligence, the necessity of predictive world models, and how these models can transcend single-modality representations to encompass a rich, interconnected understanding of the world.

The Essence of Intelligence: Predictive World Models

At its core, intelligence is defined by the ability to predict how the state of the world will change under intervention. This predictive capability is the bedrock of any sophisticated artificial intelligence. When we speak of 'world models,' a common interpretation is the ability to predict the next frame in a visual sequence. However, a truly comprehensive world model must extend far beyond simple visual prediction. It needs to grasp the multifaceted nature of reality, where objects and events possess attributes across various modalities.

Beyond Single Modalities: The Multimodal Reality

A world state is not confined to a single representation. Consider a simple object like a bowling pin. It is simultaneously:

  • A textured object in space: Defined by its visual appearance, material properties, and three-dimensional form.
  • A rigid body with mass and inertia: Governed by the laws of physics, capable of movement, collision, and interaction.
  • An entity with affordances: It can be knocked down, it contributes to a score, and its state change has consequences.
  • A symbolic element: It represents a point in a game, a target to be hit, or a component of a larger system.
  • A source of sensory information: Its impact generates sound, and its visual state changes upon being struck.

All these descriptions, from different representational perspectives, pertain to the same single entity. The moment a bowling ball strikes a pin, a cascade of synchronized updates occurs across these different modalities:

  • Transforms update: The pin's position, rotation, and scale change.
  • The physics solver resolves impulses: Forces are calculated, and the resulting motion is determined.
  • The score increments: A symbolic representation of the game's progress is updated.
  • Audio triggers: The sound of impact is generated and played.

These updates are not isolated events. They are intrinsically linked consequences of a single causal event – the collision. If any one of these modalities updates without the others, the world becomes incoherent, breaking the illusion of a consistent reality. A robust world model must therefore maintain a state space that can simultaneously encode and predict transitions across these diverse attributes.

Representing a Multimodal World State

To effectively represent a multimodal world, a world model must maintain a state space that spans various attributes of an object and accurately predict transitions within this space when actions are applied. This state space should simultaneously encode:

  • Geometry: This includes transforms (position, rotation, scale), topology, and spatial relationships between objects.
  • Physics: Properties such as mass, inertia, forces, and collision constraints that govern physical interactions.
  • Affordances: The potential actions that can be performed with or on an object, and by whom.
  • Symbolic Logic: The rules, scores, timers, and state machines that define the operational logic of the world.
  • Perceptual Mappings: How the world is perceived, including visual projections, spatial audio, and other sensory inputs.
Case Study: The Bowling Mini-Game

To illustrate these concepts, we present a detailed walkthrough of how Moonlake's agent created an interactive bowling mini-game within an arcade room, starting from a single prompt. This process highlights the agent's ability to reason across modalities and translate abstract instructions into a functional, multimodal environment.

Prompt

The initial prompt given to the agent was:

Create a bowling mini-game in the arcade room with a cyberpunk aesthetic and semi-realistic vibe and rules.

Crucially, no architectural constraints or specific implementation details were provided. The agent was tasked with interpreting the prompt and generating a complete, playable experience.

Phase 1: Asset Instantiation

Agent Reasoning: The first step is to identify and generate the essential visual and structural components required for a bowling game, adhering to the specified cyberpunk aesthetic.

Actions:

  • Generated a bowling_lane mesh with PBR (Physically Based Rendering) textures that evoke a cyberpunk style.
  • Generated bowling_pin meshes, designed to fit the aesthetic.
  • Generated a bowling_ball mesh, also styled for the cyberpunk theme.
  • Generated a return_lane mesh to complete the functional setup.

Result: A complete bowling setup materialized within the arcade room. This included a neon-lit lane, ten pins arranged at the end, a bowling ball positioned for play, and a return lane, all visually consistent with the cyberpunk aesthetic.

Phase 2: Physicalization

Agent Reasoning: For semi-realistic interaction, the core elements (pins and ball) need to behave according to physical laws. This involves defining them as dynamic rigid bodies.

Actions:

  • Bowling Pin:
    • Converted to a RigidBody3D component.
    • Added compound collision shapes to accurately represent the pin's geometry.
    • Assigned a PhysicsMaterial with specific properties (friction 0.4, bounce 0.15) to control interaction behavior.
    • Adjusted the center of mass for realistic tipping and falling dynamics.
    • Set the mass to 1.5 kg, a plausible weight for a bowling pin.
  • Bowling Ball:
    • Converted to a RigidBody3D component.
    • Added a sphere collision shape for accurate detection of contact.
    • Set the mass to 5.0 kg, a standard weight for a bowling ball.

Result: The bowling ball and pins were endowed with physical properties, enabling realistic interactions such as collisions, rolling, and falling.

Phase 3: Spatial Layout & UI

Agent Reasoning: To make the game playable, the physical elements need to be correctly positioned within the game environment, and a user interface is required to provide feedback.

Actions:

  • Instantiated the bowling_lane into the ArcadeRoom environment.
  • Added collision walls to define the boundaries of the play area.
  • Precisely positioned the 10 pins in the standard triangular formation at the end of the lane.
  • Added marker nodes to aid in placement and interaction logic.
  • Integrated a holographic scoreboard UI to display game feedback such as 'FOUL', 'STRIKE', and 'GUTTER'.

Result: The bowling lane was integrated into the arcade room, complete with boundaries. The pins were arranged correctly, and the scoreboard provided real-time game status, making the setup functional and visually coherent.

Phase 4: Core Game Logic

Agent Reasoning: The physical outcomes of the game (e.g., pins falling) must translate into symbolic game state updates. This requires implementing the core rules and logic of bowling.

Actions:

  • Implemented a bowling_controller script to manage the game flow.
  • Added functionality for detecting when pins fall.
  • Implemented an explicit state machine to manage different game phases (e.g., waiting for throw, ball rolling, pins falling, reset).
  • Implemented the reset logic to prepare the lane for the next throw.

Result: When pins fall, the score updates immediately. After each throw, the lane automatically resets, allowing for continuous gameplay.

Phase 5: Ball Lifecycle Management

Agent Reasoning: A crucial aspect of the game loop is managing the bowling ball's state, including its return and respawn after each throw.

Actions:

  • Implemented a bowling_ball_holder to manage the ball's position and state.
  • Animated a visual representation of the ball returning to its starting position.
  • Spawned the physics-enabled ball once the animation was complete, ensuring a smooth transition.

Result: After each round, the ball smoothly returns to its starting position and reappears, ready for the player's next throw, contributing to a seamless gameplay experience.

Phase 6: Boundary Stabilization

Agent Reasoning: To maintain the integrity of the play area, especially during high-energy collisions, robust containment mechanisms are necessary. This prevents game elements from escaping the intended boundaries.

Actions:

  • Added static, invisible PinBarrier objects to contain the pins and ball within the lane.
  • Added an animated PinResetBarrier to guide the pins during the reset sequence.
  • Added lid meshes that animate during the reset sequence to ensure a clean and contained transition.

Result: Pins no longer fly off the lane due to excessive force. During the reset process, barriers and lids animate smoothly, making the transition feel controlled and contained, thus preserving the game's visual and physical integrity.

Phase 7: Edge Case Handling

Agent Reasoning: A robust game must handle non-standard interactions and potential errors gracefully. This involves anticipating and managing edge cases to ensure consistent game state.

Actions:

  • Implemented gutter detection and the corresponding reset logic.
  • Added foul detection using a PinZone to identify when a player steps into the lane.
  • Implemented logic to destroy the ball if it travels beyond a certain distance threshold.
  • Added a reset-zone guard to prevent unexpected behavior during the reset phase.

Result: If the player misses the pins, the scoreboard correctly displays "GUTTER." If the player steps into the lane during their turn, "FOUL" is indicated. These measures prevent unexpected behaviors from breaking the game, ensuring a stable and predictable experience.

Phase 8: Audio Integration

Agent Reasoning: To enhance immersion and provide crucial feedback, physical interactions within the game world need corresponding spatial audio cues.

Actions:

  • Generated audio assets for rolling, impact, and pin collisions.
  • Attached AudioStreamPlayer3D nodes to relevant game objects to enable spatial audio.
  • Bound the ball's rolling sound loop to its velocity, so the sound intensity matches the speed.
  • Triggered impact sounds via collision signals, ensuring audio cues align with physical events.

Result: The bowling ball produces a realistic rolling sound as it moves down the lane. Impacts generate satisfying thuds, and pins emit distinct collision sounds that emanate from their physical positions, significantly enhancing the player's sensory experience.

Phase 9: Inverse Kinematics (IK) Integration

Agent Reasoning: For embodied interaction, such as a player character picking up the ball, Inverse Kinematics (IK) is essential to create natural and physically plausible movements.

Actions:

  • Added a TwoBoneIK3D arm chain to the player character model.
  • Implemented an ik_grab_controller to manage the arm's reach and grasp.
  • Implemented a finger_curl_controller to simulate realistic hand and finger movements.
  • Generated a scaffold for the pickup animation, integrating IK for natural motion.

Result: The player character's arm reaches out in a natural manner, aligns with the ball, and grasps it with believable hand and finger movements, creating a more immersive and intuitive interaction.

Phase 10: Juice (Creator-Directed Refinements)

Agent Role: In this final phase, the agent acts as a creative assistant, implementing refinements specified through user feedback or creator direction to enhance the game's polish and feel.

Actions:

  • Animated the score count-up for a more dynamic display.
  • Added visual emphasis for STRIKE events.
  • Implemented refined reset choreography for smoother transitions.
  • Smoothed the ball return animation and physics.
  • Applied a velocity-based audio curve for more nuanced sound feedback.
  • Polished shaders for improved visual fidelity.
  • Adjusted ball mass based on gameplay feel feedback to optimize the player experience.

Result: The game feels significantly more responsive and polished. Strikes are visually emphasized, scores animate dynamically, resets are fluid and intentional, and the overall interaction is satisfying rather than purely mechanical. This phase demonstrates the agent's ability to incorporate subjective feedback and fine-tune the experience.

Outlook

This detailed case study demonstrates the structured reasoning trajectory of Moonlake's agent in creating a complex, interactive bowling game. It highlights the agent's capability to interpret abstract prompts, generate assets, implement physics, manage game logic, integrate sensory feedback (audio), and refine the user experience through iterative improvements.

At Moonlake, we are committed to building world models that can reason effectively across different modalities, leveraging symbolic abstractions to create rich and coherent virtual environments. Our early version is now in beta. We invite you to join our waitlist here to explore the possibilities and begin building your own multimodal worlds.

This technology represents a significant step forward in generative AI, moving beyond simple content creation to intelligent world-building. The ability to understand and manipulate objects across geometry, physics, symbolic logic, and perception opens up new frontiers for game development, simulation, virtual reality, and beyond. The agent's capacity to handle complex dependencies and iterative refinement underscores its potential as a powerful tool for creators and developers.

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