We're raising $500,000 to build AI that predicts how a world responds to action. It's grounded in real simulation and engineered to run on hardware a small team can own, starting with autonomous testing for games.
Ask a language model what happens when a knife is pushed off a counter and it will say the knife falls. Ask a world model the same thing and it has to produce the fall: the slide, the tip, the rotation, the bounce. One states the outcome. The other has to produce the process. That second ability is what robots, simulators, and autonomous testing need, and it doesn't come from scaling the first.
Robots, simulators, digital twins, and automated testing all depend on the second kind of model. Today it's built by the few organizations that can afford to brute-force it in a datacenter. We think the bottleneck is what the model holds while it predicts, not how big it is, and that a small team with the right systems skills can attack it directly.
The language-model playbook (collect everything, predict the next unit, scale) worked because text is already compressed by the humans who wrote it. Video arrives raw. The arithmetic from our working paper:
Tokens' worth of bytes in one raw 1080p frame. A single frame outweighs a million-token context.
Of video held by a 131,072-token context. The same window holds a novel for a language model.
Attention comparisons for one 20-step diffusion frame vs. one token at a 4K context.
KV cache for one minute of rollout (reported by WorldKV), more than a single B200 holds.
Cache for a ten-second rollout. One session fills a 32 GB device, so batching collapses.
Slower than real time: a naive robot-control path takes 5.7 s for each 1.6 s action chunk (DreamZero).
Industry fixes exist (distillation, step reuse, split guidance, quantization) and stack to roughly 38× on a GB200. They shorten or hide the same loop. None changes what the model holds while it predicts, which is where the cost comes from.
Pixel and diffusion losses measure distance to one recording. A cup landing a centimeter to the left is physically correct and still penalized, so models learn to blur between futures.
Video encoders discard detail inside each 8-pixel cell and each 4-frame stride. Contact and velocity live exactly there, so no larger model downstream can recover them.
A wrong token is local and recoverable. A drifted pixel feeds the next frame. A ten-second rollout is 240 predictions, each built on the last one's mistakes.
Our paper closes by naming four open problems that would change what world models can do. None of them is a matter of more compute. Boulder Research is built to work on all four at once:
Hybrid state. The game engine holds explicit, readable state (positions, rules, inventory). The learned model handles appearance and fast imagination, and is periodically re-anchored to the engine so drift can't compound.
Games replay. The real world can't be reset to try a different action, but a game can. Save states give unlimited "what if I'd done X" trajectories, which is the data planning needs and recording can't provide.
Bugs found. Our product metric is the decision metric: did the agent complete the level, find the crash, reproduce the stuck state? It's scored by the engine, not by how the frame looks.
Systems runtime. Memory that grows with facts instead of rollout length, tiered across GPU, RAM, and NVMe. The paper calls this "the one item a reader with a systems background is best placed to solve." That's our team.
The customer. Independent and mid-sized studios on Godot, the fastest-growing open-source engine. Capital is arriving (W4 Games raised an $18M Series B and signed with Tencent), but testing tools haven't kept up.
The job. Hand us a build. Autonomous agents explore it and return reproducible failures (crashes, stuck states, regressions), each with the action trace, state snapshot, and video.
Why it compounds. Every run generates action-labelled, failure-labelled trajectories, the scarcest data in the field. The largest public robot corpora are around 500 hours. We generate ours by running games.
| Path | When | Revenue |
|---|---|---|
| Managed testing We run it, you get reports | Now | Paid pilots, retainers |
| Godot plugin + CI Self-serve testing | Next | Subscriptions, compute |
| World-model API Rollout & state prediction | Later | Usage, adapters |
| Custom systems Robotics, IoT, digital twins | Explore | Engagements, licensing |
Rather than fund a pretraining run (published benchmarks cite more than 4,160 H200 GPU-days), we adapt open checkpoints and spend our effort where the paper's arithmetic says the cost lives. Its sensitivity analysis ranks the knobs: patch size (quadratic), then resolution, then frame rate, then rollout length. We turn them in that order and add the engine as the source of truth.
Tier 0 is the design target and first milestone. Tiers 1–2 are scale-out paths, not dependencies.
An 84 MB task adapter on a 2.6 GB base: one model, many environments, no duplicated weights.
KV state streamed across GPU, host RAM, and NVMe, then recalled before it's needed, with periodic re-anchoring.
Custom kernels and engine integration. Our team has shipped models onto hardware vendors said couldn't run them.
| Category | Amount | Share | What it buys |
|---|---|---|---|
| Engineering team | $300,000 | 60% | Two founders full-time for 18 months, plus a part-time systems contractor |
| Compute | $90,000 | 18% | Owned Tier 0/1 GPUs, plus cloud bursts for adaptation and evaluation |
| Data & benchmarks | $35,000 | 7% | Trajectory storage, test-game corpus, decision-level benchmark |
| Design partners & GTM | $35,000 | 7% | Pilot support, Godot community presence, events |
| Company & IP | $20,000 | 4% | Delaware incorporation, IP assignment, contracts |
| Reserve | $20,000 | 4% | Contingency |
Hardware and performance figures in this brief are targets or published third-party numbers unless stated otherwise. We'll report measured results as we produce them: bugs found, coverage, runtime, memory, hardware cost, and reproducibility.
We're looking for investors who want the full paper and the demo videos, and for Godot studios who want to be design partners. info@boulderresearch.ai