MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable experiences, and shared inference where players hold influence over a common world. To address these limitations, we introduce an explicit external memory into the system, a persistent state operating independent of the model's context window, that is continually updated by user actions and queried throughout the generation roll-out. Unlike conventional diffusion game engines that operate as next-frame predictors, our approach decomposes generation into Memory, Observation, and Dynamics modules. This design gives users direct, editable control over environment structure via an editable memory representation, and it naturally extends to real-time multiplayer rollouts with coherent viewpoints and consistent cross-player interactions.
69cea1bde02fdd68b91b7907
Ryan Po
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2026-04-07T08:46:00.552Z
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Ryan Po
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rlpo
69cea1bde02fdd68b91b7908
David Junhao Zhang
69cea1bde02fdd68b91b7909
Amir Hertz
69cea1bde02fdd68b91b790a
Gordon Wetzstein
69cea1bde02fdd68b91b790b
Neal Wadhwa
69cea1bde02fdd68b91b790c
Nataniel Ruiz
MultiGen: Level-Design for Editable Multiplayer Worlds in Diffusion Game Engines
Video world models have shown immense promise for interactive simulation and entertainment, but current systems still struggle with two important aspects of interactivity: user control over the environment for reproducible, editable experiences, and shared inference where players hold influence over a common world. To address these limitations, we introduce an explicit external memory into the system, a persistent state operating independent of the model's context window, that is continually updated by user actions and queried throughout the generation roll-out. Unlike conventional diffusion game engines that operate as next-frame predictors, our approach decomposes generation into Memory, Observation, and Dynamics modules. This design gives users direct, editable control over environment structure via an editable memory representation, and it naturally extends to real-time multiplayer rollouts with coherent viewpoints and consistent cross-player interactions.
Video world models with explicit external memory enable user-controlled environment editing and real-time multiplayer interactions by decomposing generation into memory, observation, and dynamics modules.
video world models external memory persistent state user control multiplayer rollouts memory representation diffusion game engines generation roll-out coherent viewpoints cross-player interactions