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▲ rcoveson an hour ago

I'm sure you're probably right about video games being used in training and, as a result, the models reflecting video game physics: No air resistance, no static/dynamic friction curve, etc.

However, I don't think that's the problem in the example of the marble bust not toppling. It would have toppled in a video game engine as well; they model gravity and inertia just fine.

I think what's happening is the model isn't being a world model at all, it's being a language model. It's trying to make the "scripted" thing happen, and it probably "feels" like the script should end in the bust on the pedestal.

▲monk_grilla 24 minutes ago | parent [-]

Yes this is right. Something about the way it works under the hood means it wants: 1. bust falls 2. it crushes the watermelon 3. it teeters 4. it settles on the plinth. It is sort of interpolating between these states, which it feels are a realistic sequence of events, not actually attempting to model what would happen in a real "world".