Multics: Generative Multi-Player World Model with Hierarchical Communication

Kaiyi Huang1 Wangbo Yu2† Yukun Huang2 Jiwen Yu1 Kunhao Liu2 Donglin Yang1 Wenbo Hu2 Ying Shan2 Xihui Liu1†

1The University of Hong Kong 2ARC Lab, Tencent IEG

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01 — Key Features

One shared world.
Many independent players.

TL;DR Multics enables robust multi-player video generation with cross-player consistency, player-specific controllability, reducing interference between unrelated events and scales from 4-player training to 10-player inference without retraining.

One shared scene
Close 3D view of de_ancient with ten synchronized player positions
Player views
P1

Player 1

P2

Player 2

P3

Player 3

P4

Player 4

P5

Player 5

P6

Player 6

P7

Player 7

P8

Player 8

P9

Player 9

P10

Player 10

Recorded gameplay illustrating the multi-player setting. Map shown for visualization only.

Our advantages

Hierarchical structure. Robust generation.

Cross-player consistency, player-specific controllability, and interference robustness.

More players. No retraining.

Supports 6, 8, and 10 players without retraining, with lower self-attention cost.

02 — Method

Communication, at the right level.

Given each player’s initial view, text prompt, actions, and camera trajectory, Multics jointly generates videos of a shared environment, keeping overlapping views consistent while following each player’s controls.

Overview of the Multics architecture and communication topologies
01

Hierarchical communication

Player → group → global exchange limits direct mixing between unrelated events.

02

Shared group tokens

Exchangeable group slots support varying player counts without new parameters.

03

Dynamic grouping

Recent camera trajectories organize relevant players under a fixed budget.

03 — Robust multi-player video generation

Comparison: Cross-Player Consistency

4 players

Shared scene details and visible players should remain consistent across overlapping views.

01 / 02

Comparison: Player-Specific Controllability

4 players

Each player should follow their own action and camera controls, independently of other players.

01 / 02

Comparison: Interference Robustness

4 players

Unrelated events in one player’s view should not alter another player’s scene or actions.

01 / 02

04 — Scalability

Train with four. Infer with six / eight / ten.

4 → 6 / 8 / 10

Computational efficiency

Structured communication changes the scaling curve.

Hierarchical communication achieves computational efficiency comparable to centralized communication. At 10 players, Multics reduces DiT latency by 61.9%, self-attention latency by 78.1%, and self-attention FLOPs by 86.1% compared with fully-connected communication.

DiT latency
DiT latency For 4, 6 and 10 players, hierarchical (ours): 274, 365, 549 ms; fully-connected: 349, 631, 1441 ms; centralized: 326, 465, 731 ms. ms 0 400 800 1200 1600 4 6 10 Number of players 1441 731 549
Self-attention latency
Self-attention latency For 4, 6 and 10 players, hierarchical (ours): 126.2, 165.6, 254.3 ms; fully-connected: 217.2, 448.6, 1161.3 ms; centralized: 192.5, 279.1, 449.2 ms. ms 0 300 600 900 1200 4 6 10 Number of players 1161.3 449.2 254.3
Self-attention FLOPs
Self-attention FLOPs For 4, 6 and 10 players, hierarchical (ours): 3.9, 5.4, 9.6 TFLOPs / DiT; fully-connected: 11.1, 24.9, 69.1 TFLOPs / DiT; centralized: 5.7, 8.4, 13.9 TFLOPs / DiT. TFLOPs / DiT 0 20 40 60 80 4 6 10 Number of players 69.1T 13.9T 9.6T
Hierarchical (ours) Centralized Fully-connected

05 — More results

More multi-player generation videos.

Each view follows its own controls.
All views play in sync with keyboard and mouse inputs.

6 players

Multics · 6 simultaneous views

Player 1

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

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Player 2

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

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Player 3

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

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Player 4

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

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Player 5

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

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Player 6

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

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8 players

Multics · 8 simultaneous views

Player 1

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 2

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 3

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 4

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 5

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 6

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 7

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 8

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

10 players

Multics · 10 simultaneous views

Player 1

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 2

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 3

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 4

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 5

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 6

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 7

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 8

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 9

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

Player 10

Keyboard

WASDSPACESHIFTCTRLRE
Attack Secondary Switch

Mouse

YAW —PITCH —

Loading controls…

KeyboardWASD move · Space jump · Shift walk · Ctrl crouch · R reload · E interact. Attack is the primary weapon input: shoot, melee, or hold a grenade ready to throw. Secondary is the weapon’s secondary input. Switch lights on a weapon change; hover for the target class.

MouseThe dot shows turn/look direction; Δ yaw and pitch show each frame’s rotation. Yaw and pitch show the view orientation. Highlights indicate recorded inputs, rather than successful in-game effects.

06 — Abstract

Multi-player interactive world models aim to simulate shared environments from multiple players’ perspectives, but achieving robust generation while scaling to more players remains challenging. Existing approaches that rely on fully-connected communication (e.g., Solaris) incur quadratic attention costs as the number of players grows, while centralized approaches (e.g., γ-World) suffer from interference between unrelated events in a shared global representation. To address these challenges, we present Multics, a multi-player video generation framework with hierarchical communication that structures information exchange across player, group, and global levels. This hierarchy introduces group tokens into self-attention as intermediate group-level representations that aggregate locally relevant player information. These tokens connect to global tokens for cross-group communication, while the hierarchical topology limits direct mixing between unrelated local events. Group-token parameters are shared across group slots, allowing the same communication module to accommodate varying numbers of players without introducing new group-specific parameters. We further propose budget-constrained dynamic grouping based on recent camera trajectories, which adaptively groups relevant players while limiting unnecessary communication. Experiments demonstrate that Multics achieves state-of-the-art performance in 4- and 6-player settings, with improved cross-player consistency, player-specific action and camera controllability, and interference robustness. Moreover, Multics generalizes from 4-player training to 6-, 8-, and 10-player inference without retraining, while reducing self-attention computation compared with fully-connected communication.

07 — Citation

@article{huang2026multics,
  title   = {Multics: Generative Multi-Player World Model
             with Hierarchical Communication},
  author  = {Huang, Kaiyi and Yu, Wangbo and Huang, Yukun and
             Yu, Jiwen and Liu, Kunhao and Yang, Donglin and
             Hu, Wenbo and Shan, Ying and Liu, Xihui},
  journal = {arXiv preprint},
  year    = {2026}
}
Expanded Multics pipeline