Generative ML Architectures
Educational BaselineThis wiki is a technical, intuition-first guide to modern generative systems. It is tailored for HCI researchers looking to understand architecture differences, failure modes, and intervention points—moving beyond "AI as a black box API" into structurally aware interaction design.
Learning Path
The Shared Generative Loop
Despite vastly different modalities (text, image, video, interactive environments), nearly all modern generative systems share a structural loop:
- Representation: Projecting raw data (pixels, characters, state) into a dense vector space (embeddings, latent space).
- Prediction / Denoising: A backbone neural network (e.g., Transformer, U-Net) predicting the next token, or predicting the noise to subtract from a latent state.
- Sampling: Choosing one trajectory or outcome from a learned distribution—such as selecting a token or taking a denoising step.
- Iteration: Autoregressive systems feed an output back as context; diffusion systems repeatedly revise the whole latent. These are different generation loops, not interchangeable descriptions.
Cross-Modal Architecture Comparison
| Modality | Representation Units | Backbone | Learning Objective | Generation Order | Conditioning Channel | Temporal State/Memory | Main Control Levers | Characteristic Failure Mode |
|---|---|---|---|---|---|---|---|---|
| Text (LLM) | Subword tokens | Decoder Transformer | Next-token prediction | Autoregressive (Left-to-right) | Prompt tokens in causal self-attention | KV Cache | Prompting, Activation steering, Logit bias | Hallucination, Context amnesia |
| Image | Continuous latent patches | U-Net or DiT | Score matching (Noise prediction) | Iterative denoising (All at once) | Cross-attention (Text), ControlNet | None | CFG, Inpainting, ControlNet | Anatomical distortion, Oversaturation |
| Video | 3D Space-time latent patches | 3D DiT / Temporal U-Net | Noise prediction (Space & Time) | Iterative denoising | Text cross-attention, First frame | Temporal attention blocks | Motion vectors, Temporal masks | Error accumulation, Object morphing |
| World Models | Compact Latent State | RNN / Transformer | Next-state prediction & Reward | Autoregressive state rollout | Action inputs | Recurrent hidden state | Action sequences, Policy tuning | Out-of-distribution collapse |
| WHAM | Visual/Gameplay tokens | Causal Transformer | Next-token prediction | Autoregressive (Frame-by-frame) | Controller action tokens | Context window | Controller inputs | Edit persistence and coherence can degrade over long horizons |