# MASS: Multiplayer World Models with Authoritative Shared State

arXiv: https://arxiv.org/abs/2608.06257 · HTML: https://mlsanity.com/paper/2608.06257/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Placed in Video-generation world models and simulators, one of 11 directions in World models.
- Builds on 32 of its 38 references that are in the map.
- First posted on arXiv 6 Aug 2026.

## Placed in

- World models / [Video-generation world models and simulators](https://mlsanity.com/wm/video-generation-world-models-and-simulators/)

## Builds on (most cited first, 30 of 32)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Judging LLM-as-a-Judge with MT-Bench and Chatbot Arena](https://mlsanity.com/paper/2306.05685/) (2023)
- [Dream to Control: Learning Behaviors by Latent Imagination](https://mlsanity.com/paper/1912.01603/) (2019)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Convolutional LSTM Network: A Machine Learning Approach for Precipitation Nowcasting](https://mlsanity.com/paper/1506.04214/) (2015)
- [Mastering Atari, Go, Chess and Shogi by Planning with a Learned Model](https://mlsanity.com/paper/1911.08265/) (2019)
- [Learning Latent Dynamics for Planning from Pixels](https://mlsanity.com/paper/1811.04551/) (2018)
- [Mastering Diverse Domains through World Models](https://mlsanity.com/paper/2301.04104/) (2023)
- [Learning to Simulate Complex Physics with Graph Networks](https://mlsanity.com/paper/2002.09405/) (2020)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Learning Interactive Real-World Simulators](https://mlsanity.com/paper/2310.06114/) (2023)
- [TIFA: Accurate and Interpretable Text-to-Image Faithfulness Evaluation with Question Answering](https://mlsanity.com/paper/2303.11897/) (2023)
- [Transformers are Sample-Efficient World Models](https://mlsanity.com/paper/2209.00588/) (2022)
- [Diffusion for World Modeling: Visual Details Matter in Atari](https://mlsanity.com/paper/2405.12399/) (2024)
- [Diffusion Models Are Real-Time Game Engines](https://mlsanity.com/paper/2408.14837/) (2024)
- [Action-Conditional Video Prediction using Deep Networks in Atari Games](https://mlsanity.com/paper/1507.08750/) (2015)
- [Transformer-based World Models Are Happy With 100k Interactions](https://mlsanity.com/paper/2303.07109/) (2023)
- [Learning to Simulate Dynamic Environments with GameGAN](https://mlsanity.com/paper/2005.12126/) (2020)
- [Recurrent Environment Simulators](https://mlsanity.com/paper/1704.02254/) (2017)
- [Playable Video Generation](https://mlsanity.com/paper/2101.12195/) (2021)
- [Solaris: Building a Multiplayer Video World Model in Minecraft](https://mlsanity.com/paper/2602.22208/) (2026)
- [MultiWorld: Scalable Multi-Agent Multi-View Video World Models](https://mlsanity.com/paper/2604.18564/) (2026)
- [Multiplayer Interactive World Models with Representation Autoencoders](https://mlsanity.com/paper/2607.05352/) (2026)
- [MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines](https://mlsanity.com/paper/2603.06679/) (2026)
- [Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players](https://mlsanity.com/paper/2605.28816/) (2026)
- [Neural Game Engine: Accurate learning of generalizable forward models from pixels](https://mlsanity.com/paper/2003.10520/) (2020)
- [Current World Models Lack a Persistent State Core](https://mlsanity.com/paper/2606.20545/) (2026)
- [Prisma-World: Camera-Controllable Multi-Agent Video World Model](https://mlsanity.com/paper/2606.09507/) (2026)
- [ShareVerse: Multi-Agent Consistent Video Generation for Shared World Modeling](https://mlsanity.com/paper/2603.02697/) (2026)
- [MetaWorld: Scaling Multi-Agent Video World Model from Single-view Video Data](https://mlsanity.com/paper/2606.02753/) (2026)

## Built on by (most cited first, 11 of 11)

- [AI for Games in the Foundation Model Era](https://mlsanity.com/paper/2609.16679/) (2026)
- [ConsistWorld: Evidence Routing for Consistent Multi-Agent World Models](https://mlsanity.com/paper/2609.22641/) (2026)
- [Oneira: From Open-Ended Generation to Open-World Interaction in Video World Models](https://mlsanity.com/paper/2610.01614/) (2026)
- [WorldCast: Distributed Multiplayer World Models](https://mlsanity.com/paper/2610.12412/) (2026)
- [Code Plans, Diffusion Renders: Open-Ended Generative World Modeling](https://mlsanity.com/paper/2609.26458/) (2026)
- [Multi-Agent Egocentric World Model with Fine-Grained Embodied Interaction](https://mlsanity.com/paper/2610.12299/) (2026)
- [AgentGarten: Code Worlds for Evolving Agents](https://mlsanity.com/paper/2610.12374/) (2026)
- [Esports World Model Dataset](https://mlsanity.com/paper/2610.16166/) (2026)
- [Multics: Generative Multi-Player World Model with Hierarchical Communication](https://mlsanity.com/paper/2610.17201/) (2026)
- [Generative World Simulation with DAO and JING](https://mlsanity.com/paper/2610.19726/) (2026)
- [PAWA: Panoramic Action-conditioned World Modeling for Multiple Agents](https://mlsanity.com/paper/2610.20240/) (2026)

## Abstract (arXiv)

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.
