WorldCast: Distributed Multiplayer World Models

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Summary

WorldCast 提出了一种分布式多人世界模型,每个玩家本地运行视频生成器与状态模型,通过交换玩家状态和共享场景状态实现一致、可扩展的实时多人生成,在 Counter-Strike 2 上验证了其一致性与可扩展性。

Multiplayer world models must generate independently controlled views with consistent representations of both players and their shared environment. Most existing approaches coordinate multiple players through joint multi-view generation, whose cost grows with each additional player. We present WorldCast, a distributed multiplayer world model in which each player runs a local client comprising a video generator and a state model. Using recorded player positions and map geometry during training, the state model estimates the player's position from generated video and control inputs. Clients exchange player states and project them into camera-aligned player state fields that guide where and how other players are rendered. Shared scene state enables clients to reuse one another's generated observations to maintain consistent scene appearance across views. Experiments on Counter-Strike 2 demonstrate WorldCast's consistency, real-time performance, and distributed scalability. The camera-aligned player state field improves player rendering rates by over an order of magnitude over joint-generation methods, while shared scene state improves visual consistency over whole rounds. Each client runs in real time and exchanges only player and scene states, enabling scalable multiplayer generation without a centralized computational bottleneck. Image quality remains stable over hour-long rollouts.
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Paper page - WorldCast: Distributed Multiplayer World Models

Source: https://huggingface.co/papers/2610.12412 Published on Oct 8

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Submitted byhttps://huggingface.co/ZiyangYe

Ziyangon Oct 14

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Abstract

Multiplayerworldmodelsmustgenerateindependentlycontrolledviewswithconsistentrepresentationsofbothplayersandtheirsharedenvironment.Mostexistingapproachescoordinatemultipleplayersthroughjointmulti-viewgeneration,whosecostgrowswitheachadditionalplayer.WepresentWorldCast,adistributedmultiplayerworldmodelinwhicheachplayerrunsalocalclientcomprisingavideogeneratorandastatemodel.Usingrecordedplayerpositionsandmapgeometryduringtraining,thestatemodelestimatestheplayer’spositionfromgeneratedvideoandcontrolinputs.Clientsexchangeplayerstatesandprojectthemintocamera-alignedplayerstatefieldsthatguidewhereandhowotherplayersarerendered.Sharedscenestateenablesclientstoreuseoneanother’sgeneratedobservationstomaintainconsistentsceneappearanceacrossviews.ExperimentsonCounter-Strike2demonstrateWorldCast’sconsistency,real-timeperformance,anddistributedscalability.Thecamera-alignedplayerstatefieldimprovesplayerrenderingratesbyoveranorderofmagnitudeoverjoint-generationmethods,whilesharedscenestateimprovesvisualconsistencyoverwholerounds.Eachclientrunsinrealtimeandexchangesonlyplayerandscenestates,enablingscalablemultiplayergenerationwithoutacentralizedcomputationalbottleneck.Imagequalityremainsstableoverhour-longrollouts.

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