Every system before sits in one of two corners: a validated state over a handful of frozen slots, or a rich world with no canonical state at all. The RP-world fills the empty corner — high-dimensional and consistent — by making growth itself a validated transition.
Generative-agent societies, engine-backed text games: the entity set is decided at construction. Consistent, but the map never gets bigger.
Free-form story / RP: new places and people appear — and so do an NPC in two rooms, a dead character acting, an item that exists then doesn't.
Off-map play becomes an expansion diff through the same gates as any state change. Six worlds, three model families: contradictions 0, growth past the fixed-extraction ceiling.
Stylized, not a paper figure: the dashed line is the otherwise identical architecture with validation switched off; the solid line is ours. Quantitative results are locked until the review period ends.
A definitive run on Alice's Adventures in Wonderland as an RP-world. Ordinary turns flip past; when a soul pushes past the edge of the map a place is born (gold); when a move is illegal it is refused and leaves no trace (red). Left: the narrative feed and counters. Right: the live topology. Nothing is invented for the video — every line is a committed turn.
The formal model — Parameterized-Action POMDP, canonical JSON state, and the PDVA transition kernel.
The society layer — world, soul, and player agents as peers on a pub/sub bus, with the playable demo 時間陣.
The growth paper — play expands the canonical world through validated transitions; the world grows without drifting. Preprint after review.
Overview of all three: worldlines.gg/research →
This paper is under anonymous review. Citation, preprint, and the released traces / provenance / detectors will appear here after the review period. Until then, cite Paper Ⅰ for the PA-POMDP formulation.
WorldLines — the multi-agent engine for living worlds. File-backed, event-sourced, playable today.