Abstract
WorldCast is a distributed multiplayer world model that uses local clients with state exchange and shared scene observations to generate consistent, scalable real-time views for multiple players.
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.
Community
WorldCast is a distributed multiplayer world model: every player runs its own local client (a video generator plus a state model), and clients exchange only lightweight player states and a shared scene state instead of generating all views jointly. Camera-aligned player state fields tell each client where and how to render the other players, and a shared memory of generated frames keeps the scene consistent across views. On Counter-Strike 2, each client runs in real time, multiplayer generation scales without a central bottleneck, and image quality stays stable over hour-long rollouts. Code and weights are released.
Models citing this paper 1
Datasets citing this paper 0
No dataset linking this paper
Spaces citing this paper 0
No Space linking this paper
