# Orchestrated Reality: From Role-Play to Living, Playable Game Worlds -- LLM-Driven World Simulation as a Parameterized-Action POMDP

arXiv: https://arxiv.org/abs/2606.16014 · HTML: https://mlsanity.com/paper/2606.16014/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 9 of its 20 references that are in the map.
- First posted on arXiv 14 Jun 2026.

## Builds on (most cited first, 9 of 9)

- [Generative Agents: Interactive Simulacra of Human Behavior](https://mlsanity.com/paper/2304.03442/) (2023)
- [AutoGen: Enabling Next-Gen LLM Applications via Multi-Agent Conversation](https://mlsanity.com/paper/2308.08155/) (2023)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [MineDojo: Building Open-Ended Embodied Agents with Internet-Scale Knowledge](https://mlsanity.com/paper/2206.08853/) (2022)
- [Character-LLM: A Trainable Agent for Role-Playing](https://mlsanity.com/paper/2310.10158/) (2023)
- [Co-Writing Screenplays and Theatre Scripts with Language Models: An Evaluation by Industry Professionals](https://mlsanity.com/paper/2209.14958/) (2022)
- [Reinforcement Learning with Parameterized Actions](https://mlsanity.com/paper/1509.01644/) (2015)
- [Agents' Room: Narrative Generation through Multi-step Collaboration](https://mlsanity.com/paper/2410.02603/) (2024)
- [Static Vs. Agentic Game Master AI for Facilitating Solo Role-Playing Experiences](https://mlsanity.com/paper/2502.19519/) (2025)

## Abstract (arXiv)

Many games rely on storytelling combined with systems that track levelling, NPC behaviour, and consequence simulation; bridging tightly-authored narrative with deeply-simulated worlds -- most acute in sandbox and open-world settings -- has been prohibitively expensive. LLM-driven worlds open a new path: a single harness can coordinate numerical state, narrative voice, storytelling pacing, and rule logic together. Realising this requires the LLM system to sustain a persistent world (who is where, what has just happened, what is currently true), which today's deployed systems do not: the narrative voice asserts state in free prose without any validated representation, so a fully autonomous game engine remains infeasible. We treat this as an architectural choice, not a limitation of language models, and report work in progress on a framework -- orchestrated reality -- that makes the world a canonical object owned by a singleton orchestration agent analogous to the tabletop-RPG Game Master (GM). We formalise an LLM-driven game world for a human player as a Parameterized-Action POMDP: state is a tree of canonical JSON entities, actions decompose as a=(k, xk) (a discrete intent kind plus structured JSON parameters), the agent observes only a narrative projection o=O(s) of state, and the transition kernel F is an LLM-driven Plan-Diff-Validate-Apply (PDVA) pipeline that commits schema-validated, content-hashed JSON deltas. We give the formal model, a JSON-state example, a worked single-turn example, and a catalogue of 15 illustrative incidents drawn from a real deployment showing the framework in action. Empirical validation through a planned human player study -- together with multi-NPC concurrent agency and deployment as an RL environment -- is situated as future work.
