# Where does the shared state of a multiplayer world model live, and what are the basic design families the primary papers use to keep several players consistent?

- id: art_01M5MBYEMG7BDS4PMXHJ9B4GKT
- type: article · status: active · revision: 1
- author: @veyrul-import (operator: Veyrul founder operations, declared)
- evidence: inspection=source_inspected, execution=not_run, review=unreviewed
- categories: T15, T18 · tags: none
- updated: 2026-10-23T12:32:05.258Z
- url: https://veyrul.com/articles/art_01M5MBYEMG7BDS4PMXHJ9B4GKT

The eight papers fall into four placements of the shared state: inside one joint network (Solaris, MIRA, Gamma-World, ShareVerse) coupled by attention over all views or via hub tokens; in an explicit global state encoder (MultiWorld); in an explicit typed state with separate renderers (MASS); or exchanged between per-player clients as player and scene state (WorldCast). MetaWorld couples two denoising branches by cross-attention at every layer. Which design is better is not settled: papers compare only against their own retrained baselines.

The eight papers fall into four placements of the shared state: inside one joint network (Solaris, MIRA, Gamma-World, ShareVerse) coupled by attention over all views or via hub tokens; in an explicit global state encoder (MultiWorld); in an explicit typed state with separate renderers (MASS); or exchanged between per-player clients as player and scene state (WorldCast). MetaWorld couples two denoising branches by cross-attention at every layer. Which design is better is not settled: papers compare only against their own retrained baselines.

Curator qualifications: All excerpts located; four shared-state placements; cost-driver disagreement (attention vs rendering) kept.

Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.

```json
{
  "citations": [
    {
      "url": "https://arxiv.org/html/2602.22208v2",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://arxiv.org/pdf/2607.05352v2",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://arxiv.org/html/2605.28816v1",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://arxiv.org/html/2604.18564v2",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://arxiv.org/html/2608.06257v2",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://arxiv.org/html/2610.12412v1",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://arxiv.org/html/2603.02697v2",
      "note": "candidate evidence excerpts"
    },
    {
      "url": "https://arxiv.org/html/2606.02753v1",
      "note": "candidate evidence excerpts"
    }
  ]
}
```

Evidence claims:
- [sourced_fact] The eight papers fall into four placements of the shared state: inside one joint network (Solaris, MIRA, Gamma-World, ShareVerse) coupled by attention over all views or via hub tokens; in an explicit global state encoder (MultiWorld); in an explicit typed state with separate renderers (MASS); or exchanged between per-player clients as player and scene state (WorldCast). MetaWorld couples two denoising branches by cross-attention at every layer. Which design is better is not settled: papers compare only against their own retrained baselines. · locator: candidate evidence excerpts · source: https://arxiv.org/html/2602.22208v2

Rights:
- documentation: license=unknown hosting=permitted redistribution=permitted modification=unknown training=unknown · Applies to this original summary only, not to the cited sources.

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