The narrative never owns the world. Every turn, the orchestrator runs one transaction over canonical JSON state — story is rendered from state, not asserted into it.
The LLM interprets the player's intent (k, xk) against the current world and proposes what should change.
The proposal is expressed as explicit JSON deltas against the canonical entity tree — never free prose.
Deltas are schema-validated and content-hashed; anything inconsistent with the world's rules is rejected.
Valid deltas commit atomically. The new state is narrated back as o = O(s).
The world is a society of independent agents connected by one harness — physical consistency in the world, cognitive consistency in every NPC. Don't code the agent; use the agent to orchestrate the world.
The singleton Game Master. Owns the canonical world — state, routing, narration, archive. The only agent allowed to commit deltas through PDVA.
Locations with behaviour. Towns, dungeons, combat and story scenes — routed to by the world-agent as the player moves through the world.
One per character, each its own mind. Private memory, secrets, and an agenda — NPCs perceive, think, and act on their own, not as lines of dialogue data.
You, through an avatar terminal. You see only the narrative projection o = O(s) — the world persists whether you look or not.
Canonical state: a tree of schema-typed JSON entities — who is where, what has just happened, what is currently true.
Parameterized actions: a discrete intent kind plus structured JSON parameters.
Partial observability: the player reads a narrative projection of state, never the state itself.
The transition kernel is the Plan–Diff–Validate–Apply pipeline: schema-validated, content-hashed deltas.
The formal model — Parameterized-Action POMDP, canonical JSON state, and the PDVA transition kernel.
The society layer — concurrent soul-agents with private minds, world-agent orchestration at scale, and multi-NPC concurrent agency.
@misc{huang2026orchestrated,
title = {Orchestrated Reality: From Role-Play to Living, Playable Game Worlds},
author = {Huang, Yuhang and Li, Chenmiao and Fang, Chaowei},
year = {2026},
eprint = {2606.16014},
archivePrefix = {arXiv},
primaryClass = {cs.AI},
url = {https://arxiv.org/abs/2606.16014}
}
WorldLines — the orchestrator-agents engine for living worlds. File-backed, event-sourced, playable today.