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EVERWORLD / THE GUIDE

EverWorld vision and architecture

A world you can interact with, compose and shape together with its characters.

EverWorld brings real-time interactive spatial video to livestreams, playable films and immersive entertainment. Players explore, act and converse inside scenes that keep responding.

1.0 deepens interaction and continuous generation; 2.0 expands spatial scale and control; 3.0 adds autonomous agents and real-time multimodal interaction.

The three versions extend one shared foundation. Follow each stage from the experience it enables to its architecture, then explore memory, open-ended generation and the other core mechanisms below.

1.0CAPABILITIES & ARCHITECTURE

Interactive scene generation

Make a room or small connected scene continuously playable: input drives coherent scene dynamics, audiovisual generation continues, and identities and consequences persist across views.

Persistent state and memory · 3D perception and reconciliation · H3 understanding U · State encoding and Looped MoT · Joint audiovisual generator G · Block-causal generation and commit
1.0 · Interactive generationExpand diagram

What makes it work

01Playable scene interaction
Bind player input to the actor, target, action phase and event. Semantic conditioning and fast control drive coherent scene dynamics and audiovisual responses.
02Continuous, open-ended AV generation
Extend fixed clips with block-causal generation and self-history continuation. Bounded context, long-term retrieval and cache management support long streams; few-step generation targets lower interaction latency.
03Spatiotemporal consistency across views
Add entity-level 3D perception, multi-view reconciliation and target-view reprojection. Treat static space and dynamic foregrounds separately, using depth, masks, tracks and pose evidence.
04Persistent interaction consequences
Record changes in versioned state and event memory, and retrieve history valid for the current state. Prevent old appearance from overwriting new state or one-shot sounds from replaying.

Model focus

Retain the H3 U—MoT—G backbone and strengthen state, geometry and history conditioning. Looped refinement updates only the MoT condition bank; G has no internal loops. Initially qualify rooms or small connected scenes, with open-ended duration and spatial extent evaluated separately.

2.0CAPABILITIES & ARCHITECTURE

Large-scale spatial orchestration

Make connected spaces and scene dynamics plannable, executable and controllable. Expand beyond room-scale interaction through hierarchical organization while retaining the shared AV generation core.

Multimodal coding agent · Executable representation p = (C, E, A) · Executor and persistent state S · Hierarchical state encoder → MoT · Spatial adapter → G · Appearance memory M → G
2.0 · Spatial orchestrationExpand diagram

What makes it work

01Larger connected spaces
A coding MLLM plans regions, buildings, rooms and entities hierarchically. Global topology, local coordinates, regional loading and event-driven updates preserve state across exploration.
02Create and edit scenes with natural language
A coding agent generates executable C/E/A representations: composition C, dynamics E, and appearance/sound A. Execution previews, constraint checks and local revisions improve reliability.
03Instant generative objects and entity-level control
Coarse geometry, collision proxies, joints and functional regions carry execution; generation adds appearance. Functional properties become rules and state changes; appearance stays bound to entity IDs and local coordinates.
04Execution-constrained audiovisual generation
Use two conditioning paths: hierarchical state encoding → MoT for entities, relations and events; geometry/motion/appearance → G for position, occlusion, movement and visual identity.

Model focus

Extend 1.0 with an external coding agent, an executable scene runtime and execution-conditioned encoders. Keep program p, live state S and appearance memory M separate. The executor advances modeled dynamics; the generator presents AV. High-quality imagery still depends on generation; the key challenge is sustained fidelity to execution.

INSTANT 3D OBJECT + SCENE SIMULATION

From a coarse shape to an interactive object

Code stores a lightweight recipe for how an object is generated and how it acts. Rich appearance is synthesized around a persistent physical proxy.

sword-01One executable generation recipe
01

Coarse geometry

Cuboid · coordinates · grip region

02

Executable properties

Rigid body · contact · heat rules

03

Generation conditions

Steel · runes · persistent identity

04

Runtime state

Pose · velocity · temperature

CreateCoding agent → C/E/A program → execute, verify and revise

RunInput → executor state S → state/spatial encoders + memory M → AV generation

Program p, live state S and appearance memory M share identity and coordinates. Functional effects must execute; image errors cannot rewrite state.

3.0CAPABILITIES & ARCHITECTURE

Agent-driven scene evolution

Let agents converse, reason and act autonomously in 2.0’s executable spaces. Players can interrupt or revise intentions while agents with independent memories and goals keep the scene evolving.

Streaming multimodal encoding · Shared MLLM + independent role context · Skills and behavior execution · Isolated rollout and evaluation · Full-duplex dialogue and streaming speech · Persistent evolution and scheduling
3.0 · Agent evolutionExpand diagram

What makes it work

01Online full-duplex multimodal interaction
Add streaming audio understanding, incremental multimodal context, dialogue control and speech decoding. Listen, speak and act concurrently; handle interruptions, corrections and cancellation while aligning lips, actions and sound.
02Autonomous characters with memory and goals
Combine a shared multimodal MLLM with independent role context for knowledge, experiences, goals and relationships. Output dialogue, skills and action parameters; controllers execute high-frequency motion.
03Compare consequences before acting
Build isolated branches from each role’s available knowledge. Reuse the 2.0 executor plus uncertain behavior predictions to evaluate candidate actions, mainly in state/coarse-model space to reduce cost.
04Ongoing multi-agent interaction and scene evolution
Actions change tasks, resources and relationships; experiences inform later decisions. Shared time, action scheduling, conflict handling and hierarchical updates support continued evolution after the player leaves.

Model focus

Add a streaming multimodal action model with memory, goals and rollout-based reasoning, reusing 2.0’s executor and generation core. Maintain live facts, role beliefs and hypothetical branches separately. State-bound 3D/4DGS reuse remains an optional way to reduce long-running presentation cost.

ONLINE · FULL DUPLEX · EVOLVING

Conversation changes what happens next.

Three coordinated loops share time, identity, intent versions and events. Slow planning does not block listening.

01

Live interaction

Continuous perception, incremental understanding, speech and interruption.

02

Agent decisions

Memory and goals, simulated alternatives, planning and revision.

03

Scene execution

Skills, physical state, shared events and spatial audiovisual feedback.

Interaction sequence
  1. Player

    Bring me the sword.

  2. Agent · speaking + listening

    On my way to get it…

  3. Player · interrupts

    Wait—bring the shield instead.

  4. Agent · revises the task

    The plan changes. Other agents keep acting.

Stop speech, cancel a task and stop an action are distinct. Consequences already committed remain.

A CLOSER LOOK

Inside the shared foundation

Explore the mechanisms behind coherent interaction, persistent memory and continuous generation.

01From input to a coherent next moment

Meaning, space, sound and control guide one audiovisual generator. Validated output and state are committed together before the next interaction.

Meaning, space, sound and control guide one audiovisual generator. Validated output and state are committed together before the next interaction.
From input to a coherent next momentExpand diagram
02A world that remembers what changed

State, appearance and sound read the same world version. Returning to a scene preserves its consequences without replaying an event that has already happened.

State, appearance and sound read the same world version. Returning to a scene preserves its consequences without replaying an event that has already happened.
A world that remembers what changedExpand diagram
03Continuous interaction, consistent history

Generate and commit one interval at a time. New instructions affect work that is still changeable, while committed history remains consistent.

Generate and commit one interval at a time. New instructions affect work that is still changeable, while committed history remains consistent.
Continuous interaction, consistent historyExpand diagram
04Refine context before generation continues

Looped MoT refines condition tokens using fixed inputs and a read-only generation summary. The generator and live world state stay outside the loop.

Looped MoT refines condition tokens using fixed inputs and a read-only generation summary. The generator and live world state stay outside the loop.
Refine context before generation continuesExpand diagram
05Connect understanding with generation

Ten matched connections carry understanding and state into generation, with condition refinement at ports 25 and 50 and the original U50 route preserved.

Ten matched connections carry understanding and state into generation, with condition refinement at ports 25 and 50 and the original U50 route preserved.
Connect understanding with generationExpand diagram

EXPLORE FURTHER

From the experience to the details

Sound is muted by default. Use the player to enable it.

Production notes

Scenes and sound: GPT Image 2 and Seedance. Interface animation, dialogue and subtitles are composed for the product walkthrough.