# WorldCast: Distributed Multiplayer World Models

arXiv: https://arxiv.org/abs/2610.12412 · HTML: https://mlsanity.com/paper/2610.12412/

## Key facts

- Cited by 1 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 20 of its 48 references that are in the map.
- First posted on arXiv 8 Oct 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, 20 of 20)

- [Wan: Open and Advanced Large-Scale Video Generative Models](https://mlsanity.com/paper/2503.20314/) (2025)
- [Matrix-game 2.0: An open-source real-time and streaming interactive world model](https://mlsanity.com/paper/2508.13009/) (2025)
- [GAIA-2: A Controllable Multi-View Generative World Model for Autonomous Driving](https://mlsanity.com/paper/2503.20523/) (2025)
- [Memory Forcing: Spatio-Temporal Memory for Consistent Scene Generation on Minecraft](https://mlsanity.com/paper/2510.03198/) (2025)
- [Solaris: Building a Multiplayer Video World Model in Minecraft](https://mlsanity.com/paper/2602.22208/) (2026)
- [ATI: Any Trajectory Instruction for Controllable Video Generation](https://mlsanity.com/paper/2505.22944/) (2025)
- [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)
- [LIVE: Long-horizon Interactive Video World Modeling](https://mlsanity.com/paper/2602.03747/) (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)
- [WorldCam: Interactive Autoregressive 3D Gaming Worlds with Camera Pose as a Unifying Geometric Representation](https://mlsanity.com/paper/2603.16871/) (2026)
- [SolarWM: Open Data and Scalable Training for Long-Horizon Video World Models](https://mlsanity.com/paper/2609.02886/) (2026)
- [Prisma-World: Camera-Controllable Multi-Agent Video World Model](https://mlsanity.com/paper/2606.09507/) (2026)
- [MASS: Multiplayer World Models with Authoritative Shared State](https://mlsanity.com/paper/2608.06257/) (2026)
- [ShareVerse: Multi-Agent Consistent Video Generation for Shared World Modeling](https://mlsanity.com/paper/2603.02697/) (2026)
- [RoboStereo: Dual-Tower 4D Embodied World Models for Unified Policy Optimization](https://mlsanity.com/paper/2603.12639/) (2026)
- [MetaWorld: Scaling Multi-Agent Video World Model from Single-view Video Data](https://mlsanity.com/paper/2606.02753/) (2026)
- [Streaming Multi-Agent Autoregressive Diffusion Model with World State Registers](https://mlsanity.com/paper/2607.21594/) (2026)
- [VideoRAE: Taming Video Foundation Models for Generative Modeling via Representation Autoencoders](https://mlsanity.com/paper/2607.14088/) (2026)

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

- [Multics: Generative Multi-Player World Model with Hierarchical Communication](https://mlsanity.com/paper/2610.17201/) (2026)

## Abstract (arXiv)

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.
