Aug 2026· 2 citations· ⚡ 1 influential· 38 references
Computer Science
TL;DR
The results show that explicit, authoritative state modeling provides a practical foundation for scalable and consistent multi-agent world simulation.
Abstract
Current video world models struggle in multiplayer environments because they entangle world state with view-dependent visual latents, leading to redundant compute, view inconsistencies, and poor scalability. We propose MASS (Multiplayer world models with Authoritative Shared State) to resolve this limitation. Inspired by multiplayer game architectures, MASS disentangles world dynamics and view rendering. A learned Logic Engine advances a global, authoritative typed state from joint actions without any hand-written transition function, acting as the sole recurrent memory and synchronization reference. From this shared state, a learned Rendering Engine generates independent and consistent views for any requested camera on demand. This explicit disentangling allows MASS to achieve superior state accuracy and lower cross-view inconsistency compared to state-of-the-art multi-view baselines on a matched multiplayer Snake benchmark. It advances predicted worlds with 1,024 concurrent players for 10,000 recurrent steps. Our results show that explicit, authoritative state modeling provides a practical foundation for scalable and consistent multi-agent world simulation.
Kora is proposed, a scalable multi-agent world model that supports inference-time expansion to arbitrary numbers of agents without retraining and decouples world-state evolution from visual rendering and introduces a population-agnostic rendering mechanism for incorporating other agent information.
Renjie Zhao, Yu-Xiang Wu, Mingyu Zhang et al.· 1 citation
An action-conditioned video Shell Game, a visual analogue of $S_5$ state tracking that separates visual rendering from compositing the unobserved world state, and finds that length generalization requires a revisable state carried across chunks and an update expressive enough to apply a swap.
Joonghyuk Shin, Yi-Cong Hong, Jaesik Park et al.· 2 citations
The Programmable World Model is introduced, a framework that decouples world-state evolution from visual observation generation and demonstrates the effectiveness of separating explicit state evolution from generative rendering for building persistent, programmable worlds.
Zheng-Hui Huang, Gui-Xu Lin, Jia-Cheng Lin et al.· 11 citations· ⚡2
World in World is presented, a training-free inference-time interface that converts heterogeneous control evidence into camera- and time-labelled clean visual states, which are read through the native self attention of a frozen causal video model.
Chen-Xi Song, Yan-Ming Yang, Chi Zhang· 1 citation
Game world models have recently demonstrated promising capabilities in generating visually coherent and action-controllable gameplay videos. However, non-player character (NPC) behavior in existing models is either implicitly entangled with video generation or explicitly prescribed through external control signals. Con...
Zhi-Yang Deng, Bo-Ran Zhang, Dan Chen et al.· 3 citations
This work presents WorldReward, a VLM-based pairwise preference reward model that unifies action-consistency and visual-quality evaluation for camera-conditioned world models, and introduces WorldReward-Bench, a human-annotated benchmark measuring reward-model agreement with human preferences across action consistency,...
Yi-Bin Wang, Ze-Han Wang, Junshu Tang et al.· 0 citations
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