Paper Overview
Field: Computer Vision Authors: Ziyang Ye, Junchao Huang, Evelyn Zhang, Zhihao Xie, Ruicheng Zhang, Boyao Han, Litao Ban, Ziye Wang, Xinting Hu, Shaoshuai Shi, Zhuotao Tian, Li Jiang Published: 2026-10-08 arXiv: 2610.12412
Abstract
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. WorldCast instead is a distributed multiplayer world model in which each player runs a local client comprising a video generator and a state model.
Key Ideas
- Local clients per player: Each client contains a video generator plus a state model. During training, recorded player positions and map geometry are used so the state model can estimate the player's position from generated video and control inputs.
- Camera-aligned player state fields: Clients exchange player states and project them into camera-aligned fields that guide where and how other players are rendered.
- Shared scene state: Clients reuse one another's generated observations to maintain consistent scene appearance across views.
- Camera-aligned player state fields improve the player rendering rate by more than an order of magnitude compared with joint multi-view generation.
- Shared scene state improves visual consistency throughout a round.
- Each client runs in real time, exchanging only player and scene states — no centralized computation bottleneck.
- Image quality remains stable over hours-long rollouts.
- arXiv: https://arxiv.org/abs/2610.12412