# The GEST-Engine: From Event Graphs to Synthetic Video. A Full Technical Report

arXiv: https://arxiv.org/abs/2607.12231 · HTML: https://mlsanity.com/paper/2607.12231/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 7 of its 27 references that are in the map.
- First posted on arXiv 14 Jul 2026.

## Builds on (most cited first, 7 of 7)

- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Mastering Diverse Domains through World Models](https://mlsanity.com/paper/2301.04104/) (2023)
- [AI2-THOR: An Interactive 3D Environment for Visual AI](https://mlsanity.com/paper/1712.05474/) (2017)
- [Towards AI-Complete Question Answering: A Set of Prerequisite Toy Tasks](https://mlsanity.com/paper/1502.05698/) (2015)
- [StoryAgent: Customized Storytelling Video Generation via Multi-Agent Collaboration](https://mlsanity.com/paper/2411.04925/) (2024)
- [From Vision To Language through Graph of Events in Space and Time: An Explainable Self-supervised Approach](https://mlsanity.com/paper/2507.04815/) (2025)

## Built on by (most cited first, 1 of 1)

- [World Agent: Can Language Models Keep a World Running?](https://mlsanity.com/paper/2609.32692/) (2026)

## Abstract (arXiv)

We present the GEST-Engine, a complete system that goes from natural-language text to fully-annotated multi-actor video. At its core is an explicit world model: rather than encoding state as a learned latent, the engine maintains a complete, inspectable representation of the world (which actors exist, where they are, what they are doing, which objects they hold, and how events relate in time and space), expressed as a formal Graph of Events in Space and Time (GEST) and realized deterministically inside the open world of a commercial game engine driven through an open-source multiplayer scripting framework. GESTs are produced either procedurally or by an agentic text-to-GEST system in which an LLM Director plans a story through tool calls validated by a programmatic state backend, so every generated specification is executable by construction. A GEST then enters a four-stage execution pipeline: graph parsing and validation, entity and action grounding, temporal orchestration (Allen-style constraints resolved by Floyd-Warshall transitive closure), and execution and capture. In a single simulation pass the engine emits frame-aligned RGB video, dense per-pixel depth, instance segmentation, per-actor skeletal pose, per-frame pairwise spatial-relation graphs, 2D bounding boxes, event-to-frame temporal mappings, and natural-language descriptions, all at zero marginal annotation cost. We further describe an in-game world editor, runtime capability extraction, a text-generation pipeline, and a production system that renders corpora at scale across parallel virtual machines. Because every frame traces back to a semantic specification, the engine guarantees object permanence, multi-actor coordination, and temporal consistency by construction, making its output valuable as training data, evaluation benchmarks, and diagnostic tools for video understanding.
