# Population-Scalable Multi-Agent World Modeling

arXiv: https://arxiv.org/abs/2608.08600 · HTML: https://mlsanity.com/paper/2608.08600/

## Key facts

- Cited by 5 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 17 of its 20 references that are in the map.
- First posted on arXiv 9 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, 17 of 17)

- [An Image is Worth 16x16 Words: Transformers for Image Recognition at Scale](https://mlsanity.com/paper/2010.11929/) (2020)
- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Scalable Diffusion Models with Transformers](https://mlsanity.com/paper/2212.09748/) (2022)
- [World Models](https://mlsanity.com/paper/1803.10122/) (2018)
- [Mastering Diverse Domains through World Models](https://mlsanity.com/paper/2301.04104/) (2023)
- [Towards Accurate Generative Models of Video: A New Metric & Challenges](https://mlsanity.com/paper/1812.01717/) (2018)
- [Genie: Generative Interactive Environments](https://mlsanity.com/paper/2402.15391/) (2024)
- [Diffusion for World Modeling: Visual Details Matter in Atari](https://mlsanity.com/paper/2405.12399/) (2024)
- [DriveDreamer: Towards Real-world-driven World Models for Autonomous Driving](https://mlsanity.com/paper/2309.09777/) (2023)
- [AdaWorld: Learning Adaptable World Models with Latent Actions](https://mlsanity.com/paper/2503.18938/) (2025)
- [Vid2World: Crafting Video Diffusion Models to Interactive World Models](https://mlsanity.com/paper/2505.14357/) (2025)
- [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)

## Built on by (most cited first, 5 of 5)

- [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)
- [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)
- [PAWA: Panoramic Action-conditioned World Modeling for Multiple Agents](https://mlsanity.com/paper/2610.20240/) (2026)

## Abstract (arXiv)

World models have recently achieved impressive progress in visual prediction and interactive generation, but extending them to multi-agent environments introduces a fundamental scalability challenge. Existing methods generally assume a fixed number of agents during training and inference, which ties the model to a pre-determined agent population and limits inference-time scalability. Our key insight is that cross-view consistency should arise from a shared world state whose evolution does not assume a predefined number of agents, while agent-specific observations should be generated by querying this state through a unified rendering interface. Based on this insight, we propose Khora, a scalable multi-agent world model that supports inference-time expansion to arbitrary numbers of agents without retraining. Our framework decouples world-state evolution from visual rendering and introduces a population-agnostic rendering mechanism for incorporating other agent information. This design maintains cross-view consistency through the shared world state rather than through dense interactions among observation streams inside the expensive video generator, enabling approximately linear practical scaling with the number of queried views. Qualitative experiments demonstrate that our approach generalizes to unseen numbers of agents while maintaining visual quality and multi-agent consistency. We further implement a real-time interactive system to demonstrate scalable open-world simulation.
