Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players
- URL: http://arxiv.org/abs/2605.28816v1
- Date: Wed, 27 May 2026 17:59:31 GMT
- Title: Gamma-World: Generative Multi-Agent World Modeling Beyond Two Players
- Abstract summary: We present our generative multi-agent world model for interactive simulation.<n>Our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines.
- Score: 87.87842088508553
- License: http://creativecommons.org/licenses/by/4.0/
- Abstract: World models for interactive video generation have largely focused on single-agent settings, where future observations are generated from a single control signal. However, many generated environments require multi-agent interaction: multiple players, robots, or embodied agents act simultaneously within a shared space. Scaling world models to such settings requires a principled multi-agent design: agents should remain independently controllable, permutation-symmetric, and support efficient inference while maintaining consistency across time and perspectives. In this paper, we present our generative multi-agent world model for interactive simulation. It introduces Simplex Rotary Agent Encoding, a parameter-free extension of 3D RoPE that represents agents as vertices of a regular simplex in rotary angle space. This gives each agent a distinct phase while making all agents permutation-equivalent, enabling scalable agent identity without learned per-slot identities or a fixed agent ordering. To avoid dense all-to-all attention across agents, we further propose Sparse Hub Attention, where learnable hub tokens mediate token interaction across agents, reducing cross-agent attention cost from quadratic to linear in the number of agents. For real-time rollout, we distill a full-context diffusion teacher into a causal student that generates temporal blocks sequentially with KV caching, enabling action-responsive generation at 24 FPS. Experiments in multiplayer virtual environments show that our model improves video fidelity, action controllability, and inter-agent consistency over slot-based and dense-attention baselines, while generalizing from two to four players without additional training.
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